I'm calling this a 'beta' because it's had very little 'playtesting', by which i mean i've played a few games with a few people using the errata, but not the rule changes on agenda points to win and deckbuilding. Things went as i'd expected, but that's not saying much, and i can't give you any meaningful playtest results. I've done the number crunching on agenda density, changes to breaking costs, etc, for what they're worth. In order to really test it it needs to be put out there. ( I'll edit the OP to clarify this. )
I'm not expecting the longer game to favour the Runner as much as before because of the difficulty the Runner will now have in fielding a full suite of top icebreakers and other cards that make the runs as cost effective as before, because of the increase in cost to get through tracer and psi ice, because with a larger deck the Corp can have more ice to build up glaciers with, and because of the generally greater need for the Runner to get rid of tags in order to prevent their resources getting wiped out in one click and/or prevent other card effects that the Corp has had more time to find. Bear in mind also that in a longer game the Corp gets more benefit from any agendas they've scored that give ongoing effects.
I've designed this Hack with the intention that there is more pressure on the Runner to have MU support, so i would keep it at a default of four starting MU. I want to push Runners into that dilemma of fast and dangerous, or slow and safe.
I think it's worth mentioning that i've made the changes to tags and tracer ice in tandem, so that on the one hand the Corp now generally has to remove a tag for an effect, but that on the other they can also present a greater threat of tagging via their ice.