Voneth said:
Depending on how you want to tweak your Shadowrun-like game, all you would need would be to make these things public knowledge (oh like the word returning magic to the streets) and then grab some high level characters and you are ready to go since the Snoop=Hacker, Wheelman=Rigger and Physical Adept=Shadowrun Monks (what ever their name was).
The Shadowrun Monk is called, ironically enough, a Physical Adept.
But, with that, you're still not ready to go. As good as Spycraft is, Shadowforce Archer mysticism does not even come close to modeling Shadowrun Magicians.
The best place to ask this question is on the Spycraft Forums at
www.alderac.com . There are some really talented modders who are using the design guidelines for Shadowrun classes to create all sorts of things, including magic users.
Also, send a private mail to Morgenstern. He's written up some /fantastic/ things in his spare time for fantasy oriented Spycraft and may be willing to collaborate.
I think Spycraft would be a good engine for a Shadowrun type game, but it'd need some substantial modding. You'd need a way to track wealth and the effects thereof. You'd need to decide how to handle Essence, Cyberware, and Bioware. You'd need some good rules for spirits, summoning, and magic. Races would be easy using macro departments, although Trolls might be tough to balance fairly. It'd be a lot of work, but doable.
All that said, why not just use Shadowrun? Shadowrun is one of those games who's system is intricately tied into the 'feel' of the game. Fanpro is still publishing books for 3rd Edition Shadowrun, which is light years better than it's previous successors. I realize some people have trouble dealing with the dice pools in Shadowrun, but the system's not that complex.