I had an idea once for a time-skipping campaign where the players start in an epic fantasy city (à la Greyhawk, Waterdeep, Lankhmar, Sanctuary, etc.). The first adventure is to find and destroy a sacred relic that supposedly protects the city ... at which point, they get cursed by a god to take its place — as long as the city endures, they can't die, but they can never leave it either (think New Amsterdam, Forever, The Old Guard). [Side note: Cursed PCs will recover from any wound, even normally fatal ones, but they do so at ordinary speed — no one wants to get buried alive, blown up, or burned at the stake, right?] Subsequent adventures involve defending the city against various existential threats. Each new adventure would fast-forward a few generations to take place in a new fantasy era, introducing scientific and cultural shifts (compare Shadow and Bone, Carnival Row, His Dark Materials, Bright), eventually catching up to the present day and past it to a Shadowrun-like future, maybe beyond.
Anyway, this could be one way to bring die-hard fantasy gamers into magic-cyberpunk — in slow, easy stages. You might have to improvise a lot of evolving mechanics along the way, but if players start to get excited about the next "leap," it might be easier to sell them on a regular Shadowrun campaign later.