High reward and rapid progression is important for zero-to-hero games like D&D, where you start with a fairly incompetent character, and really need to get a bit better if you want to survive. In Shadowrun and many other skill-based systems, you already start out very competent, and you don't really need advancement. At least in my experience. When character creation is done, I've got a character that I want to play, not a character that I first need to get to level 5 before I can get access to my signature abilities.
In fact, even in D&D many players feel like advancement is not so important anymore after a certain level. For D&D 3.5, a lot of people felt level 6 was roughly the sweet spot, and some introduced the Epic6 house rule: once you reach level 6, you're Epic and don't advance in levels anymore. You can still get feats I believe, but no levels beyond 6.
In Shadowrun, you already start at level 6. Level 5 maybe. GURPS is the same thing. I once played a GURPS campaign that had no character advancement at all. It was fine. Fantastic campaign, all focused on the story, rather than grabbing XP for extra power.
Going from 6 to 7 in an active skill is 56 karma. 6 x 9 is 54. 6 x 10 = 60. So 10 at the shortest. 4 x 14 = 56. So 14 at the highest.
Mirikon has over 8000 posts on these boards. That rule failure is so bad I have to wonder if the account has been hacked...
You don't want to know how badly my group interpreted some advancement rules when we were playing Warhammer Fantasy Roleplay as teenagers. Sometimes people don't read a rule correctly, latch on to a wrong interpretation, and never bother to check it for years.