I think this is more highlighting differences between the different factions.
Shaper has an abundance of abilities that they are able to fire mid-run to mitigate any unexpected ICE, and ample recursion abilities to recover from any (programs) lost to damage or trashing that does happen. For these reasons, I tend to find shapers to be the most resilient of the runner factions.
Anarch has a lot of powerful abilities, but but somewhat inflexible breakers in the fixed strength breakers. They often need some support cards (installed or powerful events) to be able to handle some ICE or other corp defenses. Anarchs have strong recursions options, and leaving them very resilient to damage and program trashes.
Criminals, I find are the least flexible runners. They have very limited recursion, but good sentry breakers to avoid program trashing. I find criminals need to be the most prepared to break into a well-built remote, but are able to offset this by aggressive early play and punish centrals to exploit a weakened corp board state. Again, recursion is weakest in criminals, which leaves them most vulnerable to damage and program trashing. Mistakes often feel very punishing.
I feel like these are attributes of the color pie to a certain extent. As criminal I feel that I need to have the best read on my opponent and understand where they are weakest to exploit. As Shaper I feel I need to only pay a little attention to my opponent and just set up a late-game lock that they cannot break out of. Anarch I just burn everything and see what's left in the ashes.
Obviously these are just my opinions, and I certainly recognize that there are varying archetypes in each factions for which these generalizations do not apply.