Actually, currently looking at crossing over the Brotherhood to Wolsung myself (along with a small group of Malifaux Arcanists to the Inventors). Basically, thinking of using the 'Triad' faction as a base, Gentleman's Clubs as 'Ash and Oak' (which are basically Gentleman's Clubs anyway). The Lycan and Vampire Factions may take a little more playing with (though the 'Triad' structure is again, possibly the closest fit - the KS introduces 2 (possibly 3, mention has been made of a police faction, and hopefully it will include the Ogre doing a Sherlock Impersonation) new clubs - Gangster Halflings complete with tommy guns, and a Necromantic faction that use re-animated corpses, Ghouls and other things (Necrogolems).
The other great thing with Wolsung is it has a hero generator, based on points, so you can 'build your own' heroes for any faction. the problem (currently) is with henchmen, as they have no build system at present (and unsure if they will).
Thinking on the Brotherhood, 'Triad' fits nicely as it is a primarily close range group with a ranged henchman (shade), which will work well for standard brothers with crossbows (magazine fed, repeater crossbows, but crossbows anyway). The Orc racial template fits nicely, as it gives improved reflexes and a resistance to magic (blessings for the Followed Power). The professional of the club mostly give combat bonuses, fitting with the martial nature of the brotherhood, and the equipment/talents/gadgets can round these off nicely. Even the 'mage' profession is not outright offensive.
As far as the faction abilities go, the main one is Mist Walk/Mist Maker, which to be fair I am just going to ignore (they allow models to create mists and with mist walk 'teleport' between them). Work nicely for Vampires though.
Overall, I don't think a basic framework for the EotD factions would be too difficult, providing you are not trying to exactly recreate them.