I will note that the requesting party didn't ask about emulating the mechanics of Tactical Breach Wizards; however, setting that aside for the moment, there's a legitimate balancing act that needs to be navigated here, and it's one of the reasons that party-based tactical CRPG mechanics often can't be adapted directly to the tabletop.
When the player in a video game is managing four or five characters at the same time, even very simple character-building options can lead to a combinatorial explosion of player-facing choices; having (for example) just four viable builds per character yields 256 possible party compositions when you multiply it by a four-character party, which is a lot of territory for one person to cover.
However, when you shift that same breadth of options to a tabletop RPG context where each player only needs to look after their own character, having a tiny handful of viable builds to work with is liable to feel inflexible and tedious.
The upshot is that is that if you want to preserve the same feel in a tabletop RPG, your character-building options generally need to be more fiddly – often considerably more fiddly – in the tabletop version than they are in the video game version just to offer the same effective level of engagement.
GURPS is admittedly on the very high end of the fiddliness scale, so there's a fair bit of territory to explore here; however, aiming for the exact same level of player-facing crunch as the game you're adapting is also typically a mistake in this particular context, so – like I said – there's a balance to be struck.