I've seen both sides of the fence from personal experience.
I remember a friend saying "Let's play Shadowrun." And, as DnD 4th Ed had been released it was insanely hard to find a decent 3.5 game, so I went with it. I sat down with Core, and said "How do I shoot things?". I then spent forty five minutes trying to figure out how to fire a gun, not even knowing which section had guns. I'd seen the easy dozen ways to make a character, all of which with infinite customization possible, and nearly melted down. It must have taken me close to twelve hours, with coaching, to cobble my sheet together. It was a Technomancer who was missing quite a few things that would have made him more effective. The GM, another friend, had absolutely no clue how to run, and the game flunked out after two sessions, from pure frustration.
Shadowrun 20th Anniversary was cleaner than the original 4th Ed Core, and it still seemed, to us newbies, like an unbearable shoggoth of insanity.
I went back to it, somewhere around a year later, unable to get my RP fix. I went through Core, Unwired, Street Magic, Arsenal, This Old Drone, and Way of the Adept.
I fell in love with it. The fluff was a story unto itself, intense and immersive. The options just meant that every character was a new experience. The tools available to a GM were endless, it seemed. Karmagen, I haven't honestly tried, but it sounded like the numbers were just too bloated. Working with around a thousand points simply meant too much work for every sheet, and keeping track of it all?
BP, I could do. It was a nightmare at first, an unholy eldritch abomination, but I learned, and could soon balance those 400 BP in my head, make flavourful characters in an hour. Now, I'm down to about half. The BP system is weighted quite nicely.
The priority system? You're crippling yourself. Yes, if it was balanced, it would be perfect for new players, while staying accessible to the old crew. It'd take close to fifteen minutes for veterans to cobble together new concepts!
But it isn't.
The only way to create an effective character, is to focus on a single role. There is no way to have a Combat Mage that runs a chop-shop. It's very linear, and while it's good for making a single concept, it's too limiting. It takes away some of the best parts of SR's chargen, by forcing you to walk down a single path. It takes away from a lot of the flavour.
There has to be another way, because Priority hamstrings creativity.
The pure idea is great, Patrick. It really is. But it's just not ready, yet, to be the mainstay.
Also, the books need better organization. You have to hop fifty pages this way, and seventy that, just to know why this piece of gear is better than that one. It's bad enough in a book, but for pdfs?