I think this is probably accurate. The Corp generally has a pretty straightforward game plan in mind and the runner is largely playing a reactive game. This means that the Corp player just needs to place ICE in reasonable positions and follow their plan, (and generally doesn't get punished super hard for putting ICE in suboptimal positions), while the runner needs to get a read on the Corp, be disruptive, and as you said, avoid fatal mistakes.
As runner, achieving victory is largely dependent on being extremely efficient, maintaining the ability to threaten the Corp from multiple angles, and putting a read on the corp as to not making fatal errors, which often could depend on gleaning information from how the Corp is playing. Often, you have to identify when you're losing so you can switch gears from disrupting the Corp to fighting for as many random accesses as possible before the Corp can close out the game. It also means choosing and practicing with a Runner deck that has decent matchups against the most popular Corp decks, as not every runner deck is going to have a good shot against every Corp deck. Developing these skills is extremely difficult, moreso than the skills needed to play Corp, because you have to know each Corp deck well enough to know how the matchup tends to work, what your best angles of attack are, and have a good idea of what ICE you're likely to run into in what position without having much information to start beyond which ID the Corp is playing.
When Netrunner started out, the Runner had a huge advantage. Corps were lacking enough powerful agendas to fill out their suite with things they actually wanted to be playing, as well as reasonable economy options, (many corps were splashing things like Beanstalk Royalties simply because there were no other options, whereas today, barely any decks play that card because it's too low-impact). In the second cycle up through Honor and Profit, Runners gained next to nothing while Corps managed to fill out their agendas and economy with cards like NAPD Contract, Celebrity Gift, Sundew, Sweeps Week, and Restructure. Glacier also became a playable alternative to Flatline and Fast Advance as the Corp's econ became able to back up protection upgrades like Caprice and Ash. Corps became dominant, especially as NEH AstroBiotics and RP Glacier put the Runners in a position where they needed to be able to challenge both fast, aggressive Corps and slow, grindy ones, as well as manage the flatline threats from NBN, Weyland, and Jinteki PE.
Since then, the Runner and Corp both gained valuable tools, and it seems to me like there is good balance right now between sides at the highest levels. The trouble for new Runners is that the larger card pool and abundance of punishing ICE makes challenging the Corps contingent on the ability to avoid blowout situations as well as balance risk when you might not be able to play 100% safe. As you get better at the game, you will become more familiar with typical Corp plays and thus be able to react accordingly as the Runner. It's just going to take some time.