Besides leaning towards a more rules lite approach, Anarchy is also a dominantly narrativist version of Shadowrun.
The roles of GM and Player are somewhat mashed together. Even though there's a lead GM, players are given serious GM-like powers which can be used primarily during a player's own "narration" phase. Such a phase is kinda like a round in a traditional simulationist rpg, only rounds here are used all the time, not just during combat, and when it's your round, you become the GM (whether you want to or not) whom only the lead GM can override.
Having read the rules it doesn't seem impossible to use Anarchy for old-school gaming. It's definitely not the default mode, though, and going simulationist is not really supported at all. You'll have to cut out some core mechanics, and introduce a number of house rules to heal the wound on the system, without any significant help.
Even if you intend to use SR:A as designed, as a narrativist, rules lite (or maybe medium) game, you'll find a number of rules / details questions you'll have to answer for yourself. (Well, unless we get an updated pdf and/or an errata.) Please, see the other reviews and the Discussion section here for details – I'm not going to list them, as my primary hope was, indeed, to get a rules lite/medium simulationist version of Shadowrun. Sure, I did know SR:A has been advertised as a primarily narrativist game – yet ever since its announcement it has been implied online that you'd be able to use it for a traditional style nearly equally easily, possibly through some optional rules.
I wouldn't say I'm disappointed, because I mostly (not fully) got what I expected based on the pre-release communications. Yet I'm not happy (though the art is awesome and inspiring.) A serious errata and a possible expansion with the "missing", optional, simulationist rules (with the chance to ignore all the narrativist Cue System stuff) would definitely make me reconsider my rating.
TL;DR: Great art, great world, yet currently not really useful alternate SR for an old-school GM who's been waiting for a chance to return to traditional, simulationist SR gaming for years, without having to grapple with a narrativist system introduced here, or the rules-superheavy SR5.
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