In previous editions of SR, there were only the hermetic and shamanic traditions, and they had a number of differences between them (like the distinction between binding spirits and summoning them on-demand). In SR4, this changed. You could now have any number of traditions..... but holy crap, they are bland. The drain stat is, for the most part, the only distinction that matters.
So I thought about how to brainstorm something new, and I looked to the advanced Lifestyle rules in RC for inspiration. If it could be refined, it might even be something that could be included in the SR5 magic sourcebook.
I present: Advanced Traditions. It allows magical traditions to be truly unique compared to one another, while maintaining balance between them. I invite your criticisms and thoughts.
Like character builds have Build Points and lifestyles have Lifestyle Points, traditions could be built of Tradition Points. Every tradition would be built of "Qualities" that cost or reward TP. There would be a standard "neutral" amount of TP that a tradition builds to; going over or under this amount would have some sort of cost, perhaps as simple as a global DP modifier when dealing with magic, or a modifier to the Drain Value of spells.
These qualities represent facets of belief of the particular tradition. They both enable and restrict traditions to do certain things. If the party comes across and recognizes a Qabbalist as such, they know that this mage can only cast spells on the Sabbath, enabling both good strategy and good roleplaying.
Sample Qualities:
On-demand Conjuring: (1 TP) Magicians of this tradition can summon a spirit with a Complex Action.
Spirit Binding: (1 TP) Magicians of this tradition can bind spirits.
(Note: a tradition could take both, or neither, of these. "Both" would make the tradition behave like SR4, where they can both summon instantly and bind spirits. "Neither" means they cannot summon spirits at all.
No projection: (-2 TP) Magicians of this tradition cannot leave their body and astrally project.
Required Geas: (-1 TP) Magicians of this tradition MUST take a particular Geas. For example, Qabbalists must take a Time Geas not to cast on the Sabbath. This is probably the most "flavorful" option a tradition can utilize.
(Type) Magic Forbidden: (-1 TP) Magicians of this tradition cannot use a particular type of spells (Illusion, Manipulation, etc). Perhaps Buddhists cannot learn Combat spells.
Willpower drain: (2 TP) The drain attribute of this tradition is WIL x 2. (In game terms, this frees up BP on the other attribute; would be great for a dwarf-centric tradition.)
Race restriction: (-1 TP) Certain metahuman types may not use this tradition.
Spirit Possession: (2 TP) Spirits of this tradition may possess the magician, enhancing their stats with its own.
Projecting Materialization: (3 TP) Astrally projecting magicians may materialize, affecting the physical world.
Pennance: (-1 to -3 TP) Magicians of this tradition are required to perform certain tasks or services.
Solitary Study: (1 TP) Magicians may learn and advance in this tradition without joining a group. Without this quality, a magical Group is required for advancement.
Tolerant Essence: (1 TP) Magicians of this tradition suffer half the magic losses from Essence as a normal character (rounded down). The actual Essence lost remains the same; only the Magic lost as a result is modified.
These are the ones that have come off the top of my head, I'm sure others could be conceived.
Sample Traditions: (using 1 TP as the standard amount)
Hermetic: Spirit Binding (1)
Total: 1 TP; Spells cause normal drain value
Qabbalistic: Required Geas (Time) (-1), On-demand Conjuring (1)
Total: 0 TP; Spell drain reduced by 1 for all spells
Path of the Wheel: Race restriction (Elves only) (-1), Spirit Binding (1)
Total: 0 TP; Spell drain reduced by 1 for all spells
Voodoo: Spirit Binding (1), Spirit Possession (2)
Total: 3 TP, Spell drain increased by 2 for all spells
Chaos Magic: Tolerant Essence (1)
(they cannot summon spirits, but they may take up to 1 Essence of ware without a penalty, which is incredibly useful of course)
Total: 1 TP
Buudhism: Combat Magic Forbidden (-2), Required Geas (Fasting) (-1), Spirit Binding (1)
Total: -2 TP, Spell drain decreased by 3 for all spells