Generally, most games of Android: Netrunner can be broken down into three stages: the early game, the mid-game, and the late game. Historically, the early game belongs to the Runner, who looks to score as many agenda points as possible before the Corp can rez its defenses. In the mid-game, the Corp has established enough defenses to start scoring some points. Then, in the late game, the Runner’s rig is fully assembled, the Corporation’s defenses become vulnerable, and no agenda is safe. The most powerful Runner decks try to extend the early portion of the game as long as possible, and may even prevent the mid-game stage from ever occurring. And many of the best Corp decks are able to win the game in any stage, often by flatlining a careless Runner.
What Lukas says about the runner trying to "extend the early portion of the game" in which she has the advantage reminds me and almost sounds like a mini synopsis of Alex's article on the early game from back in the day. This is certainly the way to naturally come think of the game, though I remember it being most salient to me after reading the old article.
I'm insanely excited that on the low gravity environment of the lunar landscape we'll have ways to disrupt that formerly natural game progression, especially since the late game was always a game of attrition against the corp.