I've been testing the Tennin deck a bit since the list was posted, and although it was hard for me to see why it was good on paper, when you see it in action, it is an unstoppable beast. Every time Tennin's ability fires, it is like 2 free clicks (1 credit + 1 click = 1 advancement), and considering you're only defending HQ and R&D (and so those two servers are very taxing and well defended), there are many turns in which your opponent needs to just store up on credits instead of running over those taxing servers (thus letting Tennin's ability fire).
I found you can get away with never icing remotes nor archives, but instead focusing only on protecting HQ and R&D. Shock! and Shi.Kyu protect archives on their own (saving you clicks and credits that you would have to spend if you were to have to defend archives with ice).
I've been trying to find weaknesses so I can try to mitigate them when piloting the deck or exploit them when playing against. Although it is perhaps too early in testing for me to say, but if I see a weakness in this deck it is early HQ. The runner might be more concerned trying to get an R&D lock and might be afraid of running a Jinteki HQ (mainly fear of the unknown evils that Jinteki might be hiding in there). But I think the best move for a runner might be to go for HQ first against this deck, and when it becomes too taxing to run HQ, only then go for R&D. This is because the deck, as I've played it, seems to need to stall a little to get setup for scoring, and during that time a couple agendas might clog up in HQ.
I guess the problem for runners nowadays is that it is hard to know what exactly the corp is running just by knowing the corp ID, but that deck diversity is all the better for the health of the game. That mystery, however, gives a faction like Jinteki (in particular) a lot of power (should you expect Junebug? draw up before running to protect against Snare!? etc.). The more different decks you play against, of course, the better player you will be in being able to identify your opponent, identify the threats, and identify the weaknesses.
This deck would hurt against runners who can divert accesses (e.g., Sneakdoor Beta or Security Testing). That would make the archive defense useless, and especially strong is Sneakdoor, which can grab those agendas that pile up during the early game in HQ.