I've been testing Skorp this week in anticipation of TDs drop, and so far it's hilarious. People are going to have to start either running 2-3 copies of each breaker (+ maybe an AI) or splashing for 3x SacCon or something, because the lockout is super real. In my original deck I had 1x Midseason, 1x Boom and 2x Consulting, but after a few games I dropped the kill package entirely in favor of more card trashing/lockout strats. Here's where I ended up for now.
Skorpios Defense Systems: Persuasive Power (Terminal Directive)
Code Gate (4)
15 influence spent (max 15, available 0)
18 agenda points (between 18 and 19)
44 cards (min 40)
Cards up to Terminal Directive
I think running less than 3x Hunter-Seeker is insane, as the card itself is no less than insane. I almost don't even care about Jackson, because if I get flooded there's a good chance that I can just lock them out of the ICE in front of HQ. Right now I'm also running an Archived for Batty/Hunter-Seeker reccursion. It could be a couple Friends instead, but that doesn't hit Hunter-Seeker, and I kinda like having access to more of those.
Obviously I'm going in on the Batty shenanigans, because the ID practically reads "Batty poor motherfuckers and RFG their programs," and gosh if that doesn't seem like a good idea. Yesterday there was a fun situation where I RFG'd their killer (Switchblade) with Batty before they hit the Sapper, then killed a Cloak with the Sapper. I could have kept them out of my remote at that point by rezzing my third ICE, but I instead let them in to steal the agenda so I could Hunter-Seeker on my turn and RFG Corroder as well. It was a standard Smoke deck, so they weren't running more than 1x of each breaker. At that point they were done.
I really, really like Snare! in this ID as well. It's kinda standard in rushier Weyland anyhow, but it gives more triggers for Skorp's ID power. Plus, it gives the runner a shitty forked decision. Do I install Corroder from hand before my run and possibly lose it to a Sapper in R&D, or do I leave it in my hand and possibly lose it to a Snare! in R&D? I'm fine with these questions having no good answer. Even if that answer is "I'll do nothing until my Killer arrives," that just means they're going slow and giving me more time to get a Hunter-Seeker for their Killer when it shows up. Housekeeping is there for similar reasons: get them to slow tf down while I rush out. It's also nice to have counter-currents.
Generally, I like RFGing their Killers first. Each of my Sentries has Trash a Program sub, so once the Killer is out of the way, they can't really run any more without also wrecking their other programs.
There's not a super lot of TD things I really want to run in the deck, other than the ID and Hunter-Seeker, but I'm testing a 1-of Hortum, which is usually pretty okay. It has the most ridiculous sub ever if you can somehow get them to run into it with 3 advancements, but that's never, ever going to happen in this deck, so I don't advance it. It's just basically a slightly more taxing Code Gate, but one with a hard ETR (unlike Mos). The one I really like is IPO. It's nice having basically 2 Restructure cards for the time being, so where I would normally be running something shitty like Beanstalk, I now get to run 2x IPO instead.