Sorry but no, Sage is a great designer, but the magic of Shadowrun and Halo CE is from John Howard. Like I said, Halo has to appeal to a wide audience and has tons of features and tools for multiple communities to craft it into the style of Halo they want to play. This is fantastic, but it doesn't compare to when a game is designed with a competitive and skill based mindset from the get go.
There is more depth, complexity and far more balance to the abilities and weapons in Shadowrun, the map design is also fantastic. With no unnecessary Geometry in the maps to clutter it up and get you stuck on. Countdown is a great example in Reach for this flaw, just look at the doorways and the walls, total nonsense.
I also enjoy the Counter-Strike style to Shadowrun, no random spawns, no running to get better weapons because the one I started with just isn't good enough (except Halo 1, which had it right with the Pistol on spawn). The netcode in SR is very good, just more frustrating because it has a more international player pool in comparison to its overall player base, along with the performance disparity among console and PC players.
Even little things like how well the magnetism works in Halo 1 and Shadowrun. Ever since Halo 2, the magnetism model got rid of equal magnetism at range in and out of zoom. At a certain distance the magnetism turns off without zoom in the Halo's after H2. The distance isn't that far too, so you are at a disadvantage when you aren't zoomed in and shooting and your opponent is. It is jarring to go from typical console magnetism, to what the fuck no auto aim whatsoever while being shot at. The best tactic is to try and quickly zoom back in and knock the other guy out of his. In Halo 1 and Shadowrun your magnetism is not turned off at range, so you don't have to constantly zoom and readjust to shoot targets at range. The shooting model flows better this way and allows for a more consistent experience. I don't know why this ever changed, but I do know that John Howard was responsible for the perfection in these two games aiming models, ever since then console shooter designers have been fucking it up.