I really like the flow and feel of the SST rules, even the Evo version, but also like the 40k universe. I have done some tinkering with conversions so as to not "invalidate" my stepson's Necron army. Here is the thought process that went behind creating the stats for a Necron warrior. I think you can apply this type of analysis to any model in a case-by-case basis.
These were originally put into a BFEvo game, so unit/stat comparisons are from that evo game. In this exact case, we used a USMC guy with a cost of about 20 points.
Move - 4 - In 40k, every foot model would have a move of 6. We liked the feel of the Necrons from the Dawn of War game so assigned a Move 4.
Size - 1 - Kept with man size, though they are a little bigger in the fluff
Target - 5 - Necrons are T4 in 40k, so we decided they should be a bit tougher than a normal person(they are made of metal).
Armor - 3+ - We liked the 3+ save.
Kill - 7 - We decided normal D6 weapons would not kill a Necron outright. You need to bring something heavier to bear.
At this point, they are a third again as survivable by armor and another 1/6 survivable by increased target and kill. At this point, we are estimating 30 points.
Attack - 1D6 - We felt this captured the slowness of the Necrons in close combat but still gave them capability.
Special Rules -
We'll Be Back - This is another Necron specific rule that we couldn't do without. SST Arachnids have a similar rule with the carrion bugs. This causes an increase of points by a 3rd, so we would bump the 30 points so far by a third. After a failed armor save, ignore the result on a second 4+ roll. Does not work against Kill results, Resurrection orb will come in a later game

Still very annoying. A lucky 6 hits from a single fire team yielded 2 failed armor saves but 2 successful WBB rolls. Did suppress them though and the marines were out of range for a follow up shoot reaction(see next rule why they would have shot back).
Will not stop, will not quit - We didn't allow the Necrons to avoid suppression completely, but allowed them to make a shooting reaction even if suppressed. The following turn they still get only 1 action.
Wi-Fi Communication - We decided that Necrons still have a command range of 6", but like bugs can choose a leader at the beginning of each action.
We felt that these last 2 rules balanced out the USMC Landwarrior special rules.
Weapons - 2D6 20" Gauss - We decided that a Necron weapon still should shoot about 24"(firezones give an extra 6") Giving the extra damage die combines both the 40k idea of rapid fire and the idea of S4 weapon being a bit stronger, without making a kill 7 possible. As for the gauss effect, we decided that a natural roll of 6 will count as meeting the target value. e.g., a vehicle with a target 7 would be hit by natural 6s.
We decided these bonuses upped the offensive capabilities by about 5-10 points, we erred on the side of 10.
We tried a game with 5 50-point necron warriors against 245 points of USMC, 1 squad plus an extra fire team. Very close. The USMC had to maneuver in and assault them out of cover (I forgot about the marines cover only being +1 instead of +2 rule, so I thought I could only damage them with the grenade launcher). Using the shatter rules, the USMC edged out a victory with only 5 of 13 models left on the table(almost shattered themselves!) The Necrons faired much worse against the heavily RPG armed MEA(too many lucky kill results from long range). We were trying BFE and I didn't have time to dig out some bugs or LAMI to try an SST test.