The standard rules for werewolves is that they heal one bashing injury (stress basically) per round or can spend one essence (fate point) to heal a lethal wound (a low tier consequence), and can't heal quickly from aggravated wounds (high tier consequences) without supernatural abilities.
As such, to cross it over I'd probably just let them heal their leftmost physical stressbox once per round representing mild bruises and damage instantly repairing, with the option to spend a fate point to regenerate a mild consequence. That would fit most closely to the actual system used. Alternatively, give them inhuman toughness and the 1 armor represents them autoregenerating.
If you make them autoregenerate consequences you're letting them regenerate lethal/ aggrevated wounds automatically, which is going to put them at a much higher power level than werewolves in either system.
It was in 1st edition. Now werewolf heal bashing injuries equal to their Primal Urge (no direct analog in DF system) automatically, or the same amount of lethal damage if she spend one Essence point. In Gauru-form, werewolf heal all damage of both types every turn.
And I respectably disagree about Essence as fate-points. It's closer to Vite (blood) for vampires, so I think it should be described as Feeding dependency. At the same time, Willpower closer to Fate-point.
Couple of words about my conversion system (may be it will be interesting for someone). It's still a quite 'mutant' which require to have char-lists for both systems and mostly can be used for design antagonists/NPC.
It is based on the fact that max pool for normal human in DF is 5, while in WoD - is 10 (Attribute+Skill). Also, in DF the lowest value for trait is 0 (if we won't touch penalties), while in WoD is 1 (for Attribute).
So, my idea is about find the traits in WoD than calculate the analog for DF. If the only Attribute is used, use it's value -1 (for example Endurance=Stamina-1), while for Attribute+Skill poll should be divided by 2 (rounded down), e.g. Guns= (Dexterity+Firearms+/-modifiers)/2. It's more or less confirmed by close probability, though it's hard to compare. For using WoD powers and modifiers - just look at the original pool and divide by 2 and use the effect. Later I'll put the conversion of example start characters from WoD in separate theme.