I think most people agree it is more than zero changes needed. It just is about whether the scope is designing a new class or designing an entirely new parallel magic system.
Weirdly enough,
Stars Without Number did. The game came with the Warrior, Expert, and Psychic classes. The Psychic's powers essentially required different skills reflecting the psionic disciplines: i.e., biopsionics, metapsionics, precognition, telekinesis, telepathy, and teleportation. Later Kevin Crawford created a new parallel magic system for incorporating more Vancian style magic and spells into the game.
Then when Crawford went about designing
Worlds Without Number, the game had the Mage instead of the Psychic. The Mage could take a whole arcane tradition or two partial arcane traditions. (Some arcane traditions are only partial.) Some arcane traditions had spells with spell levels: i.e., the High Mage, Necromancer, and Elementalists. WWN also has an Invoker arcane tradition that uses spell points instead of prepared spells. However, some of the other arcane traditions didn't have spells with spell levels like the others: i.e., Healer, Vowed (i.e., monk), and Thought Noble (i.e., psionics).
Could Kevin Crawford have designed arcane magic in SWN using the pre-existing system without designing a new parallel magic system? Sure. But did he? Nope. Likewise, could he have designed psionic magic in WWN using the pre-existing spell system without designing a new parallel system? Sure. But did he? Nope.