In doing my conversion of Shadowrun rules to SilCORE, I've tried to follow a few simple guidelines in order to keep the rules as consistent as possible. I've listed these below so that Shadowrun rules that I haven't converted yet can be interpreted in a manner consistent with the rules I've already done.
This was probably my first and foremost rule when I was converting passages from the Shadowrun text to SilCORE. If the text given did not deal with numbers and didn't refer to any Shadowrun game concepts, I just assumed it came straight over. The description of astral space in Shadowrun makes sense regardless of what rules system you use, for instance, so I didn't bother to try rewriting that. Essentially, when it comes to setting information, Shadowrun is the default.
What I mean here is that if SilCORE already has a procedure for how ranged combat is resolved, or how someone can learn a skill with a tutor, just use that, don't try and reinvent the wheel just because Shadowrun does it a bit differently. For instance, I've completely left out the Shadowrun initiative system in combat; instead, I've changed how spells, cyberware, and other bonuses and penalties affect initiative in the SilCORE combat system. To contrast it with the rule above, for system information, SilCORE is the default.
This one is a little harder to explain entirely. However, what I mean is that if a task in Shadowrun required an Opposing Test between one character's Sorcery skill and another character's Body, in SilCORE the task should require opposed Sorcery/Build or Sorcery/Health tests. In this way, the idea behind the Shadowrun mechanic is preserved in the way the task is done in SilCORE.
This is mostly in regard to skills, but also in regard to most uses of Force in the magic rules and in some other places. I eyeballed this from looking at the comparisons between Shadowrun skills and SilCORE skills; a skilled veteran in Shadowrun usually has about a rating of 6 in his main skills, while in SilCORE it tends to be 3 (with some modifications due to Complexity).
Whereas in Shadowrun there is an attribute the only use of which is to measure magical affinity and "aura integrity" for lack of a better term, SilCORE has no such attribute and I did not really want to make another attribute for people to keep track of (SilCORE already has ten primary attributes, after all). So, I decided to make PSY the attribute used for measuring someone's magical affinity. PSY doesn't have many uses otherwise, and it was already used as a sort of "luck factor" in some places, so I merely expanded on that a bit. Therefore, PSY sees extensive use in the magic rules, as well as being the attribute affected by the implantation of cyberware.
When changing rules from Shadowrun to SilCORE dealing with attributes, I tried to keep things consistent with the following conversions.
Body is one of the most complicated to convert, because SilCORE has so many attributes to fulfill different aspects of the attribute. In general, BLD is used to resist exterior damaging effects or to relate to a character's physical size, FIT is used with tests to the character's endurance, and HEA is used to resist internal damage, like that from pathogens, poisons, or Health spells.
In general, most rules with regard to Strength are going to affect FIT (and indirectly STR), especially with regard to endurance tasks (such as encumberance).
One of the easiest conversions, AGI is used in place of Quickness for most tasks.
Shadowrun uses the Intelligence attribute for a number of important tasks; one of the most important is Perception tests. In SilCORE, these are obviously covered by the Notice skill (usually with the PER attribute). For tasks where the ability to think on your feet and extrapolate things from known facts is being used, CRE is the most appropriate attribute; for tasks where what is most important is knowing facts period, KNO becomes the proper analogue. This shouldn't be too hard to figure out from the context; just follow normal SilCORE guidelines.
Generally, the way Willpower is converted can be stated as this; magical tasks using Willpower generally switch to being more PSY-based, while non-magical Willpower tasks tend to translate directly to the WIL attribute.
Perhaps one of the most simple translations is the Shadowrun Charisma attribute; anything regarding the physical qualities of the character is APP based, while persuasiveness, guile, and personal magnetism is better expressed with the INF statistic.