Pretty much everything else can be left untouched.
It's not awful but there's more to it than you've covered here.
Such as: the shift from Hack on the Fly to Probe/Backdoor, different OS accumulation, no Matrix damage from Brute Force, changing marks to access levels (which has knock-on effects across programs, other actions, etc), removing mechanics for grids (if you didn't do that already in 5e per Kill Code), "nested" PANs, host maps, the Tar Pit and Encrypt File actions, Check OS works differently, the new Hash Check action, etc etc.
Then there's things that you might or might not bring over: 6e has different Matrix initiative, no dice pool penalty for running silent, the extended test mechanic for Matrix search, 6e's cyberdecks can run twice as many programs, the entire concept of cyberjacks, different PAN size limits, probably more things I'm forgetting.
My doc is currently 35 pages long. Mostly that's a detailed comparison of 5e and 6e, though, which I wrote first to see where the changes were. But it's not a trivial undertaking.