Sly thanks a bunch for putting this cube together and posting it. It was fun to play.
Here's my quick take on this cube versus the FFG set. Sly's cube is all reasonably good cards but because there are mostly only 2 or fewer of each card, you are very rarely going to get a card that you'll feel confident of seeing in a game. On the other hand, with the FFG set there seemed to be more stinker cards, but I got the feeling that the FFG draft set (the one time I played it) oversampled certain strategies (e.g. tag + punishment, ambushes) to make alternate win-condition approaches more viable.
Take Sly's corp cube with respect to tag 'n bag. There are only 20/240 cards that give tags (two of which are Ichi 1.0), and only 12/240 that punish tags. That makes it pretty unlikely that someone can get enough critical mass to go down the tag road. Both games I played, we drafted Corp first and saw zero tag related cards (maybe a hunter?) which of course on the runner end made all tag protection cards auto-trashes. It seems to me that the only viable strategy to take in this cube is no-frills: get ICE, money and agendas. Single-card tricks might help, but two-card combos are out of the question. Motivation > Oracle May is not going to happen in this cube as there are only two of each, out of 240 cards.
The FFG set seemed like it tried to support more combos. In the draft I played, I ended up with like 7 access to globalsecs (likely the last card taken in many packs , I didn't put any in my deck) and played against one person that actually got an underworld contact drip going.
Do you think it might be a good idea to choose an archetype or three and oversample the support cards for those archetypes in a new cube?