Ryo stated all the other actions in the book are balanced around the idea that you can move at will.
I asked for examples of this. None were provided. Ryo listed activities that might take longer that a single IP, none of which were actions in the book.
I provided you with examples of things a security guard, who typically only has one pass, could accomplish in a single pass by the standard rules. By your rules, they can accomplish none of them, including basic shit like
calling for backup. By your rules, it is very easy for a group of shadowrunners to take out the security team before they mount any response at all, since they only have one pass and your players will have 2 to 4.
Everyone acts on pass 1, and the security team has half as many actions as they should and accomplish very little more than moving into position and maybe taking cover. Then your team proceeds to steam roll them over the next three passes, and they haven't fired a shot or called for backup.
This is what I mean by being balanced around the idea that you can move at will, because you need to do a lot in one pass if your enemy has more passes than you, and the players almost always have the IP advantage over the enemy unless you start handwaving that every rent-a-cop and street ganger is loaded with wired reflexes.
Another example of a tactic I use quite frequently against my players when they're dealing with such grunts:
Run away, take cover, and use Jazz to even the odds. (Move as far from the line of fire as they can, simple action Use Item, simple action Take Cover.)
In addition to the examples I gave before, you've completely removed the possibility of splitting up your movement and taking any actions in-between moving or while moving.
Let's say some McGuffin the players need is in a room, and the security is rolling in fast, and your player says he wants to grab it and run. Standard game, he uses some movement to get to the McGuffin, spends an action to pick it up, then spends the rest of his movement getting as far out of the room as he can up to his maximum run rate, and uses his second action to stow the McGuffin in his pocket or a bag.
By your rules, on the other hand, he spends his first action moving to it (probably wasting a lot of his available movement in the process, if he was only a few meters away), spends his second action picking it up, and now he's standing in the middle of the room, holding the McGuffin in his hands, as the security swarms in and fills him with bullets.
Other things you might want to be able to do while moving: reload your weapon, shoot something, Use any skill (complex action to do so), take a moment to examine the battlefield (simple action to Observe in Detail), so on and so forth.
Let's go back to the skill issue. All skill tests are complex actions, so if your players want to pick a lock, or hack a security system, or make a Leadership roll, or try to Intimidate the enemy, or ANYTHING other than point and shoot, they have to waste a turn getting into position before they can, or stand in the open like a moron to get it done.
You've also made it literally impossible to perform most feats of acrobatics, since its no longer possible to move and use Gymnastics on the same pass.
Also, I disagree with the assertion that combat is slowing down and that tactical options are being removed. I would argue that the pace of combat is being increased as number of decisions per IP is being decreased. As the pace of combat increases, the situation becomes more dynamic, thus leading to more tactical choices.
You effectively took away half the actions people have available by making something that used to be free now require an action. How does limiting mobility and reducing actions increase pace and decrease decisions? You're causing more decisions, since your players are now trying to do the same thing they've always been doing with fewer options available, forcing them to stop and think longer. That's going to slow the game down, no matter how you slice it.
If you made your combat turns take less time, then it might be realistic.
Really? Realistic? Go watch some speed loading videos on youtube. Here's one to get you started: https://www.youtube.com/watch?v=4Vnwg_kRRkM. It takes a guy in a perfectly quiet situation 1-2 seconds to reload his firearm while standing still. https://www.youtube.com/watch?v=eatP2CRiEkU is a SWAT competition. Watch how long it takes them to run about 4 meters, shoot at targets, and reload. Again, it is in a quiet situation where they are not be shot at nor trying to keep up "combat awareness".
You want to bring video into this? Okay.
https://www.youtube.com/watch?v=WzHG-ibZaKMTry to do that with the standard Shadowrun rules, let alone your variation. Six shots, reload, then six shots in less than three seconds. That'd take three passes and a revolver modified to be capable of Burst Fire.
As for your example of a swat guy taking 1-2 seconds to reload while standing still in the quiet, here's a video of a guy doing the same thing in less than a second.
https://www.youtube.com/watch?v=NxzrahUUTi8I also don't see how changing the way movement works reduces the amount you have to track NPC movement. You're still tracking it, unless you stopped moving them.