May have mistyped, 15 is a bit high, but that’s including the copies you want to install, and Paige herself. So 5 cards that you want one of that you run as 3-ofs. I suppose OP decklist does, but to fit Paige in we’d go down to 12 in total, which seems like too few, especially in comparison to the draw power likely lost.
But then, I also feel like Paige is a subtle nombo with Val. You want to see Paige as early as possible. She seems tailor-made for a deck where you want to not deal with tutoring your basic programs but also don’t want more than one of most of them out, or where you can make installs on the corp turn to speed things up some. Shame she might nombo with Street Peddlers, unless they hit the table first and pick up a couple things you’d want to trash with her. But yeah, her advantage is turning a slow-ish 45 card deck into something closer to a 25-30 card deck, I think. We just don’t have many decks in Anarch that can’t use their size to fit options right now, so it’s not common to have something so streamlined.
I think she’ll be pretty neat with Trope, though, because you use her to clear out everything you don’t want and Trope to put the good stuff back in over and over without shuffling the dreck back too (like you would if you used Levy).
Because ultimately she’s a deck thinner. If your deck doesn’t particularly want to be thinned to the limit while also taking its time to set up completely, she’s not going to really pull her weight.
This deck wants to set up quickly and gets additional utility out of most of its choices. There are already Clone Chips and Deja Vus to recur parasites for days, so Inject has a limited chance of really hurting you too badly, which makes it a thinning and econ card as much as anything. I’ve Had Worse doubles as Scorch Protection if you don’t need the extra draw. And the main engine gives you two cards/turn clicklessly for 6 credits, which vastly outpaces Earthrise if you get them together, and even if you don’t, if you draw one of them early you’re still getting a boatload of value if it’s Wyldside, which’ll get you to Chronotype all the faster.
Looks to me to be one of the best draw engines a deck could ask for. So even if Paige WOULD help, she’s not worth going to 53 for. So what do you cut? Losing Chronotype makes Wyldside waaay less nice. Losing Wyldside and Chronotype means you have to use the more expensive Earthrise Chain instead, way less efficient. Losing IHW removes your protection against kill decks. Losing Inject means that you’re not plowing through four cards for 1 credit with possible rebate and combo with Clone Chips for getting instant-parasite ready even if they keep not-rezzing to play it normally. Will 3 Paiges plow through the 12 cards the Injects will and not lose the deck speed? No, so Paige probably doesn’t fit.
You could cut something else, but the deck is already risking Swordsman trouble by not running a Mimic (I imagine because 9/10 times you can CC a parasite onto it and murder it before it fires), and even beyond that the cards are tight. You don’t want to lose even one Kati, and doing so makes Paige worse anyway. You can’t afford to give up a breaker, or a datasucker, or a parasite, or a keyhole. Losing a D4V1D sucks for landing actual accesses or dealing with shit like Curtain Wall, and they’re limited anyway so you want a spare for later if possible. Vamp is how the deck intends to keep the corp shut down, same with blackmail. The influence cards are all pretty essential and not worth cutting. Sure Gamble is great first-turn econ, and Dirty Laundry goes so damn well with Desperado, Datasucker, bad publicity, and even Eater (since if you Dirty Laundry into archives, even if they rez ice to stop you making the steal, you’ll make back money in the end anyway.
Not going to say the deck is perfect, but it’s pretty finely balanced to try to threaten all three centrals AND remotes in a way that invalidates corp ice while also mandating its presence. If you can see an obvious cut for Paige, do tell.