Loved the article. A lot of good info... makes me think of a lot of articles Magic players have written on the same subject.
Some other things I think about:
If my opponent is rolling a die for psi game, and I think he's actually following the result, as the runner I should always bid 0. If they are randomly choosing, I have the same chance to succeed no matter what I bid, so 0 is the correct bid. Of course, the problem is when they roll a die but don't follow it. If you're going to roll a die you'd better know what you are bidding regardless of the result, because if you pause after rolling the die you give up the game.
Similarly, thinking about every card you could draw and what you would do if you draw it before taking any actions is a big advantage. This is more true for Magic where you draw a card every turn, but in Netrunner, making fast decisions still gives away less information. Thinking about possible outcomes and then making decisions in a quick burst both gives away less information about the plays you are considering, and also gives your opponent less time to think inbetween your own plays. Plan out your turn in advance as much as possible. This will naturally get you thinking about things you need to anyways... if you access NAPD, will you pay to steal it? If you access Snare, what will your next two actions be? Sometimes this will highlight good and bad plays, but also let you carry them out quickly.
Another benefit is playing quickly will often cause your opponent to try to play quicker too--people like being in sync with others, it's why manners were created. If they're not prepared to play at the pace you set, they will often misplay more.
I see a lot of people playing with their emotions written plainly on their face. It seems a bit obvious, but heaving a huge sigh of relief when they miss on R&D digs or making frustrated sounds when you draw poorly gives away a ton of info. That being said, "bluffing" those tells can be dangerous too. Sometimes I can tell my opponent is obviously bluffing an emotional reaction, and then I have just as much info as if they actually showed me the emotion they feel, since I know what they want me to believe. Other times I just throw out that info as background noise that doesn't tell me anything I can act on. I find it very useful to be able to impassively play and make decisions. When I don't show emotions physically, I find it easier to control them as well, and this leads to fewer misplays.
Can we make #fundamentals a thing?