@Alexfrog: You’ve hit the nail on the head. There are ways for Jinteki to circumvent the issues you’ve highlighted, but the number of effective builds are limited, and require fairly significant contributions out-of-faction. The issue is that a stand-alone corp with no influence should still function at 85% or more of its max capacity. Jinteki functions at around 50%, if that (primarily due to having porous ice).
As far as I’m concerned, Junebug is garbage. In one turn at best you advance it twice. Runners know better than to run a twice-advanced asset with fewer than four cards or a net damage-mitigating card. Edge of the World is nice, but is far too predictable in a Jinteki deck. Wyldside works as a natural counter to Jinteki damage builds, as does Quality Time and Diesel, to a lesser extent. At least Ronin will force runners to attack remotes, rather than exclusively hammer centrals.
The only Jinteki builds I’ve seen with any consistency are shell game RP, and program-trashing PE. The latter (which I play) works extremely well in that if a runner hits an Aggressive Secretary, he can’t bounce back as quickly, especially since net damage often trashes program duplicates and even Jinteki’s crappy ice can prevent runs if the runner lacks the proper breaker. Toss in a couple Archers to protect centrals and ensure the job is done, and the runner’s basically dead in the water for several turns, allowing you to win the game despite your poor economy and in-faction ice.
I’ll go ahead and post my Jinteki deck in the appropriate subforum, since I’ve never seen another close to it. I’m sure there are better out there, but given Jinteki’s inherent weaknesses to overcome, I’m rather proud of it. I look forward to seeing Jinteki’s in-faction buffs that’ll diversify builds.