A few people have pointed out that you can just take the Alfheim magic and use it in Warp Shell with no worries or compatibility issues. In fact, I took this a step farther in my old 2E game and allowed all classes, races, and themes from any ICRPG setting (and even a few homebrewed ones) into my Warp Shell game.
The “lore” behind it was that the galaxy is a big place with lots of planets ranging in technological and magical powers, all of which were valid in the Warp Shell universe. I went beyond that and said when created, Warp Shells already had a quantum bond to their crews in that would allow them to beam the player aboard with a mysterious power that could bend space and time. So in one game we ended up with a cave man from a primitive non-magic/non-tech world that became a Tank, a living suite of armor from a medieval fantasy world that gained sentience after its evil creator was destroyed becoming a Guardian, and a speed-demon mecha Blip from a cyberpunk dystopian world all on the same ship and crew without any problems. NPCs on the ship had similar varied backstories: some were priests, wizards, or druids from high-fantasy worlds, others were soldiers or navigators from hyper-advanced civilizations and space-faring empires, and yet others were oddballs from across known and unknown reaches of the galaxy.
Mechanically speaking, 2E has a bit more gear, loot, and flavor that seems to match what your looking for than ME; the Fragment, for example, is a techno-crystal mage class that was cut in the transition to ME that uses Alfheim Crystals to do more futuristic-themed spells, like Control Machine. However, there is no limitation against learning Alfheim spells, and the 2E rule book actually puts all the INT and WIS spells apart from the class milestones into a big list all together, agnostic of setting. ME does keep the magic separated to the Alfheim sections, for the most part, but 2E does not.
There isn’t really a balancing problem pulling the stuff from 2E and adding them to an ME game from what I’ve seen. Anyways, it’s up to you how you want to run magic in your setting, so take the ideas you like from this thread and tweak or leave out the ones you don’t. That’s the great thing about ICRPG: you can easily run the game however you like, and it’s actually hard to break it!