I suspect you will soon discover regardless of attempted spin that's not at all correct. What we took for granted in 5e, and had many more actions to accomplish will now be restrict and costed in 6e. No PC is gaining more actions under 6e, Across the board PC are losing them. The piece Michael didn't include in his little demonstration is the NPC actions. When CT2 begins NPC also go again. That means NPC are going to go much more often then in previous editions (Thus the point of the discussion).
That´s nothing I´m too worried about, TBH. In previous Editions, NPC were either wired up or turned inot clay pidgeons after the first Initiative pass. Also, compared to 5th Edition, that one additional Major Action a wired PC can get actually means a lot now: In 5th Edition, any semi-competent Combatants could reliably acquire 2 Initiative passes, with a 3rd (and very rarely a 4th) for the really fast characters. Sammies with a second Major will go from a ratio of 3/2 to 2/1 Attacks against slower opponents.
Movement in 5e is independent of all other actions and as far as we know it appears to be even more limited in 6e.
Movement being turned into an Action is a good idea, honestly. From my experiences, many players take it for granted that it works this way, even many veteran players kept making choices under the wrong assumption that Movement is part of the Action Economy.
With elimination of free actions, those things that were previously taken for granted will now be rolled into minor actions, and what is currently a simple action will most likely become minor actions as well. So now ALL actions will carry an action economy cost. Their elimination of complex and simple action into Attack actions and Minor actions. Isn't going to magically add to your list of possible tactics. In fact it will choke your options. What worse is it will almost certainly lead to wasted minors, as when you have to take 1 of those 4 minors to do something you will then lose your second attack and probably not have a use for the other 3 minors, which is even worse for player action economy.
This means longer fights, and all those issues I have previously raised.
That´s my concern as well, but your assumptions kinda work against themselfes here: Free Actions getting turned into Minor Actions lessen the chance that you will have to waste minors and make ID enhancements profitable even before hitting the magic 4 Minor threshold.
No question: This new system will be highly dependable on the number of usefull Minor Actions that you can take. If it´s all just situational stuff like reloading and everything impactfull gets turned into a Major Action, Players will find themselfes wasting Actions a lot (or desperately searching for Minor Actions to optimize their Action economy). I´ve heard somewhere (hopefully wrong, though...) that, f.i., drawing a Weapon might be turned into a Major Action. No doubt, that would be a
terrible choice with this new system...
I will probably houserule the Conversion rate to be 3 Minors into 1 Major at my tables, though.
If the other wacky stuff in SR6 like the magic origami armor doesn´t totally put me off, that is

Keeping in mind Dynamic Initiative was sold as a positive feature in 5e. 6e is flipping that, however how truly static it is, is actually very questionable as if you consult their list of Edge uses you will see it includes an initiate bonus.
I´m wondering if they will also include an option to convert Edge into an additional Minor
Would make +2 ID enhancements more valuable, as you are just one Minor Short for a second Attack.
If they don´t include it, that´s surely another idea for a Houserule.