Strangely enough, the stock of Striker has gone up quite a bit with lots of decks running Fairchild 3.0 and DNA Tracker. It breaks even with Gordian for 3.0 and is 1c better for DNA. You still pay 4c to break an Enigma though, which always hurts, but that 4c also gets you through Hortum. Sapper on the other hand is a new sore spot for Shrike... Sherman also has a new weakness in Seidr Adaptive Barrier, which will quickly cost you 6c.
I have a couple of builds cooked up but not tested yet. One is a PPVP build. PPVP is like drip card #3 and makes it easier to play inf cheap events like Quality Time and Deuces Wild.
The other direction is to reduce the need to draw by just putting in maximum redundancy. 3x of almost everything, with just a few less necessary cards as 2x. This is a Mopus build, so once you have your rig out you can just start clicking it. Jak and Scrubbers help you slow down assets.
In both decks the end game solution is Vamp. It's the most influence and deck-slot efficient way to combat fast advance and Caprice, both of which can take the game from you even after you're set up. Expensive breakers are also less of an issue if the corp cannot rez ICE.
Once rotation hits, Sunny is in a rough spot. Underworld Contact is almost like part of her ID ability, and Vamp is the best solution to all late game problems. Both will go away. Unless link gets more support, we might wanna look into how to make the most out of her free MU.