As long as there's an open server to run on, it's exactly the same as Sunny's Security Clearance, with the downside of revealing cards you draw, and the upside of being able to use the ability on not just your first click. Except that ABR does 'soft' force it to be the first click.
In my (limited) games of Adam, the downside that's hurt the most has always been ABR's downside of requiring a run at the beginning of the turn. ABR's upside is just so phenomenally good in the early game that it's worth the downside.
Downsides of the various Directives:
NAT: Must trash cards. This one is not a huge issue, since for the most part, if you can trash a card, you generally will/should. The problems come about vs CtM, and any other Asset Spam lists... Though you may notice, this is only an issue if you're forced to run those assets... This downside hurts the most in the early game, and once you get your economy established, doesn't hurt much in the mid-lategame.
ABR: Must run first click. Not a large issue early game, though it does open you up to HHN and SEA and other unpleasantness. (Spiky Jinteki decks, for example.) Its real downside is that it forces you to facecheck and prevents you from developing your board. There's a reason Eli is a good piece of ICE, despite being able to double-click through it forever. I'd say this downside hurts the most in the midgame, least in the earlygame, and is an annoyance in the lategame.
Safety First: Reduced Hand Size. This one is a bit odd. It mainly warps deckbuilding, as if this downside didn't exist, I'm not sure that Brain Chip, Brain Cage, or Public Sympathy would ever be considered for Adam decks. (Brain Chip, at least, is debatable.) The main downside to this is that you are imminently killable by Scorch decks. Otherwise the downside essentially doesn't mean anything. This one hurts the most against Weyland and NEH/Haarpsichord, and doesn't hurt against anyone else.
Find the Truth: Reveal cards you draw. Another odd one. I don't feel this is really that bad, as long as you aren't running certain cards. If you run Account Siphon, Yog, Stimhack, or Inside Job, this downside is actually notable. If you don't run any of those cards, I don't really feel it impacts you. So this one more matters at the Deckbuilding phase, just like Safety First. It's entirely able to be mitigated in deckbuilding by simply not caring if the Corp knows what you have. (Although it does have a severe weakness to Salem's Hospitality.)
But what about the upsides of those cards?
NAT: Extra HQ access. For free, it's not bad. HQ Interface doesn't see play more because it costs 4 than because its effect isn't powerful. It's good, but tacked onto that particular downside makes it a little awkward. (Generally you want to trash assets/upgrades after they've been rezzed, with the exceptions of Jackson and Defensive Upgrades. Trashing out of HQ is fine though, because it increases the quality of future HQ accesses.) On the whole, this upside is good, but nothing too awesome.
ABR: Click twice to break a subroutine. This one is awesome. Straight gas in the early game. However, you definitely don't want to leave it at this. Once you have actual breakers set up, this ability is really poor. The benefit to it is that you absolutely have it at the beginning thanks to Adam's ID power. If you had to draw through your deck to find this and install it, its usefulness would plummet. A+ in the Early Game, and then falls off rapidly into the mid and lategame.
Safety First: Draw a card at end of turn if at less than handsize. This is also a severely powerful effect. At minimum, the next best card draw effect is paying a credit up front and a credit a turn for one card a turn in Drug Dealer. 6 credits for the dream of Wyldside/Chronotype to have two cards a turn is the epitome of this effect, so getting one card a turn, for free, from the start of the game, is absolutely bonkers.
Find the Truth: An odd ability. I feel it's actually just as powerful in any stage of the game. Early, it lets you know if it's worth bothering to make a run and R&D (and mildly disincentivizes the Corp from icing it heavily). While Late, it keeps you from having to make costly runs through R&D ice just to hit nothing.
If you couldn't have it in play when you started, ABR wouldn't see play. Safety First might not see play. NAT and FtT would see play. Their downsides don't truly outweigh their upsides. I feel that there exists a deck for SF+NAT+FtT that doesn't run ABR, instead opting to set up their board faster using SF's power while dodging Midseason/SEA. I also think the other good combination is NAT+FtT+ABR, as those three synergize nicely.
Essentially: Take out NAT if the downside is too much, as the upside isn't particularly nice. Take out SF if you're facing a Meat Damage deck. Take out ABR if you have a plan for the long game. Take out FtT if you think lategame is for suckers. (While FtT is powerful both early and late, Adam's first three directives combined paint a picture of heavy earlygame advantage that doesn't carry through to the lategame. FtT is good at all stages, and better for the lategame than any of the others.)
EDIT: Uh, didn't realize it'd get this long. If I felt more confident in these conclusions I'd make this an article. As it is, though, I have maybe two weeks worth of experience with Adam and these are my conclusions with that limited exposure...