Yeah, I have been running and tweaking a wasteland Hayley build over the past couple of weeks. It started out as Drug Dealers + Wastleand, I swapped the DDs for Proco and that's been a better draw engine. As good as the clickless draw was (and it is really good), the credit loss and influence cost was too much. My current influence is in 1x CC, Wastleands, Shrike for sentries, Cache + Scheherzade, and #SlotTheClot. Breakers are Snowball (tiny rush barriers, no big deal), Study Guide, Shrike, and then Atman for problem solving.
It's a hard deck to play for sure. If you don't get Aesops life is miserable; some games you get Aesops but no Caches, etc. But there are some pretty glorious turns where you're on 0c as the Corp's turn ends but you sacrifice a DaVinci to install a cache (getting wasteland money), forking into something else (both on schehe), then sell the Cache to Aesop's to double-dip the wasteland money. 0 => 10+c in no clicks feels so rude. Harbinger might be better than Cache here too.
With just one sacrificial construct and no way to tutor it, perma-clot is just not a thing. Rushy decks predominate my area, so the slow setup time with the wastelands, etc. has been a major downside, but it does have good game against kill decks; I'd underestimated bookmark as a tool there. I'd say if Glacier or midrange corp games come back, this is a solid style. One thing I'd like to figure out is how to pressure HQ; FA/Rush decks tend to have to leave HQ vulnerable while they dig/fast track past R&D lock; I'd like to rejigger the influence to find room for that (maybe -Clot / - Sac, + Legwork?).