Also, I agree with what others have said; if it really is the case that by increasing your Magic Rating at character generation you are permanently reducing the number of power points your character will ever earn, there needs to be a warning or other statement in the rules to this effect.
skalchemist, or is it skålchemist ?

I am for sure mistaken in one thing, learning spells particularly mentions
Sorcery and
Enchanting as well and needing
Magical Lodge.
I am new to Shadowrun, so please apologise me if I am wrong.
There is no cap on how many spells/formulas can character learn. Characters can potentially have Magic Attribute 1 and 20 spells as far as they devote time and costs related to this (5 karma, NuYen)
But Adept powers are gained only if the magic attribute increases (I assume it is because they are not tied to a skill like sorcery, conjuring, enchanting). On the other hand, Aspected Shaman can start with priority D, bump his Magic attribute and has ALL the spirits right of, while Adept has to pick A Priority to get 4 Power Points to start with.
So a pattern I observe here is that different magic abilities cost different amounts, which form my perspective could be unified (I don't know how this worked in previous editions). Than we possibly could avoid exceptions in rules.
Of course this is very easy to say and extremely hard to achieve, as relations between skills, attributes and costs are quite complex.
TL;DR
I think that you can easily accept both statements - that Adepts are limited for their number of starting abilities, but they can enter the game with floating Power Points acquired thanks to bumping the Magic attribute via Special Points.
Finally, there could be little bit more
roleplay emphasis on learning the magic in general, so not only learning spells/enchantments/rituals but also learning for Adepts and Aspected Shamans even though they have different cost mechanisms.
And I totally agree with loosing Power Points when loosing Magic.