As well as the "relative richness" optimal plays, I think an additional thing to remember is that it gets very interesting around the three, four, five, six credit kind of area for the Corp. Pay careful attention to the exact board state.
If the Corp has played install, advance, advance last turn and now has three credits for a psi game, bidding anything but zero means that they can't advance out the agenda next turn if it was indeed a 5/3 and not an ambush.
Did you think that facedown card protecting HQ was Lotus Field? If the Corp has six credits, then bidding two is a massive difference to any other bid if you are correct.
Five credits for the Corp and a psi game coming up? A bid of two would turn off Snare! potential for the rest of the turn.
These are the sorts of things that quickly become very apparent when you are playing the Corp side, as you suggest.