Blue Level Clearance: 3/5. Somewhat inferior to Green Level Clearance, since it is much weaker on turn 1, and many HB decks don't play Green Level Clearance at present. Influence makes it a costly import for Weyland to boot. However, I think it's possible that we'll see HB decks that go to a pure Transaction economy, and that might be quite powerful. The main reason that I'm not more enthused about this card is that Adonis and Eve Campaign serve useful secondary functions of causing bad runs, taxing the Runner's early game, and blocking Account Siphons.
Hemorrhage: 1.5/5. This, like Laramy Fisk, is a card where many minor alterations could make it really cool and good; unfortunately none of them have been made.
Quest Completed: 2.5/5. A sniper Notoriety. Unfortunately that makes it somewhat more conditional than the real Notoriety. Good for dealing with Ash, though interestingly Red Herrings and Strongbox still work against it.
Wraparound: 3.5/5. While this card's luster is somewhat diminished by Paper Wall providing a solid Ice Wall replacement in many decks, this will still see a good amount of play.
Alpha: 2.5/5. Hard to tell how good this will be. It's basically a much better but conditional Crypsis, and the main reason that Crypsis sees even the limited play that it does is its unconditional nature.
Omega: 3/5. Omega gets an extra half-point over Alpha because of the excellent synergy with Kit "Rielle" Peddler. Still hard to tell where this one will end up, though.
Strongbox: 1.5/5. Generally inferior to Ash and Red Herrings. There seems to be little reason to play this card, especially given that most good runners don't run on their last click anyway.
Vulcan Coverup: 2/5. Generally inferior to False Lead in a Weyland flatline deck; would likely be mediocre even without its downside. This card is mostly good against people who don't know that they don't have to use their Plascrete counters.
Market Research: 4/5. Perhaps the best NBN 4 difficulty agenda at present, though it will likely be superseded by NAPD Contract in many decks when that comes out next month. Works well with Accelerated Diagnostics combos against tagme decks, allowing you to score 3 points with 1 Interns -> Shipment from SanSan -> Shipment from SanSan. However, you can already do this with Project Beale if you have an AstroScript counter to spare, so it's less awesome than it seems. Also great in a Midseasons deck.
Cybersolutions Mem Chip: 2/5. 4 credits for 2 memory is stupidly overpriced when you consider that Grimoire provides both 2 memory and a strong effect for only 3 credits and Djinn does the same for 2 credits. In general most decks that need to pay for memory at this price are probably bad. Perhaps that will change in the future?
Executive Wiretaps: 2/5. Pretty expensive for what you get, especially compared with Expert Schedule Analyzer. Like Running Interference, the cool effect probably isn't worth 4 credits and 2 clicks.
Restoring Face: 2.5/5. Great synergy with Profiteering. Some Jinteki decks are already running Veteran's Program, though, and this might not be as good-- expendable sysops/executives/clones are not always available.
Yagura: 4/5. Great early game ICE. Would be even better if Yog wasn't a card, but so it goes-- once Inazuma is printed Jinteki will have some nasty code gate loadouts against most standard breaker configurations. I suspect that the upcoming stealth code gate breaker will counter this, but that's mere speculation at this phase.
I didn't speak up in favor of this yet-- but I will now! Notoriety is an extremely strong card and I try to fit one in to all of my Shaper decks. In the modern environment being at 6 AP is quite common, and being able to close out the game in an unexpected fashion can be quite potent.
I do think it is somewhat weaker in Anarch, who IME have less ability to get into all servers. But it's still a pretty cool card, and a potentially good counter to some of the aggressive play that we've been seeing with Ash and the like.