Shadowrun: Anarchy is the worst idea to come out of a very badly designed edition.
I think you're wrong. Let me explain. I might not convince you, but let me say why I think you're making a mistake thinking that.
Allegedly, the goal of this product is to simplify the rules. Creating a parallel rules set can only lead to confusion, as players struggle to remember which rule applies to which rules set. Also, there are two possibilities - either S/A will be an entirely parallel game, with its own supplements, or it will include guidelines for porting in SR5 concepts, powers, gear, etc.
Not exactly. I mean, one of the goals is simpler rules for those who want them, but the main goal for
Shadowrun: Anarchy is to provide an easier, alternate gateway into the game world. Let's face it: SR5 is a daunting little tome at 480 pages. It has it's own gravitational pull. It scares off a lot of players...and some of them are veterans. Grognards, even.
It certainly scares off new players, though, and that's what
Anarchy is meant to address. It's not aimed at veterans (though they're welcome to come along for the ride), it's meant to get a different set of players involved. It's very rules-light, so it doesn't get in the way of the story. That's important because a lot of folks love the Sixth World, but all the rules tend to drive them off.
If the first, then Shadowrun will be competing against itself, tearing its fan base in two. And with two versions of everything - two magic books, two augmentation books - confusion will reign supreme.
Well, no. As I said, it's the same game. Same world. Different rules. It's not aimed at veterans who like the crunch (and everybody knows that SR attracts a lot of guys who like a lot of crunch). The source material is 100% the same. Same game world, same adventures...different windows to look in on the action.
If the second, then the parallel rules designed to make things simpler will only wind up multiplying the GM's workload, as they have to convert everything before than can use it. This will inevitably create many arguments with players who feel that their PC got nerfed.
Well, again, no. Different markets, different systems. There will be some work for the GM, no doubt, but there's work for the GM no matter the system. Conversion is an option, yes, but again, the system's not aimed at dragging old players over to the new system. It's meant to bring in new players. The conversion is going to be more for those who want to go from SR:A to SR5 once they feel comfortable...if they want to do so.
You're interpreting SR:A as a competitor to SR5. It's not. It's a complementary product, a younger brother meant to attract a new audience. I don't foresee a lot of market cannibalization, and I certainly don't foresee the dire consequences you're predicting when the game hits.
Yes, SR5 is overcomplicated to the point of farce. The solution to that is SR6.
Probably. But that's at least two years down the road, probably more. SR:A isn't a replacement/successor to SR5, though, and it's certainly not a competitor to the main game.