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There is a problem with that.
While its certainly possible to make your own client-like software -- I'm doing that myself, and there are well-known ones like ASF -- you can't really do the "game launching" part.
I haven't looked into it, but I suspect that the "game downloading" isn't a major issue, and "installing" is only a platform thing anyway once you have the download.
However, running the game requires a library that interacts with the Steam client, and the one provided by Steam (and bundled with the games?) is likely going to interact with the official Steam client only.
Normal client<->server interactions are reasonably well understood and easy to replicate because there are plenty of people reverse-engineering this, and either documenting it or having open source tools that implement it. However, reverse-engineering the Steam library that enforces the DRM to examine its interactions with the Steam client, and trying to publicly document it will likely not go down well with Valve.
Likewise, if you want to do that reverse-engineering yourself, not document it, and just use it in your own client -- that's still very much borderline piracy even if you're doing the same DRM stuff. Chances are, Valve still won't like it.
I have actually thought about doing this when Valve announced giving in to Microsofts "Win7 is unsupported" agenda: why don't I just give my own client the ability to download games? That lasted only a few minutes, though, when I realized that I don't even need the "downloading" part -- one can still download the game somewhere else and just copy it to the Win7 box, no problem there. The real challenge would be "running the game", which is an entirely separate API that I know nothing about, and consists of many cans of worms.