My group just gave up on SR as well. No one was arguing, but no one could keep the rules of the matrix straight. I spent more time helping the DM and Players play than I did playing my character. Eventually they got frustrated because no one had time to pour over the boards for errata. The book is laid out horribly. I love the world, and I love the system, but I couldn't keep it floating.
Consequently our group settled on SW (which I thought I hated because it is sooooo basic.) Then I found the IZ 2.0 setting for SW. Hacking seems great. rules are more streamlined and clear.
You will not approximate magic characters very well. Magic characters in Shadowrun are quite powerful. Starting with 10 spells, assenssing as a skill rather than detect magics spell, ability to cast spells, summon (spirits are so abusable), plus astral projection. Oh the astral projection.
Couple of tips: Create your own races for Trolls and Orks. Give Trolls the Brawny Edge, Upsized Edge, have them start with D6 in vigor, and give them the hardy quality. Require them to spend 2 points to raise smarts above d4 in char gen. give them a run die of D4 rather than D6. Give them -1 to Street Cred. Didn't do Orks, so you'll have to figure that one out.
Use the no PP rule. Don't use the skill specialization rule (or if you do, double the number of extra points). Let magic characters use cyber, but reskin it as magic.