Excellent point! I think I was thinking that the new player would play the corp first per your other article, so they would be able to see the Junebug they were planting before they hit them themselves hit one when the decks changed hands. Honestly, I would want traps in there because if I knew there weren't any traps, my competitive spirit would take over and I would run everything with counters since I knew it was safe.
Usually, the people I've taught Netrunner to really stick to their first real success, so pulling off a good bluff and sticking a Rototurret or Junebug to someone makes them feel proud enough to want to play more. Traps are an easy opportunity for a corp player to really pull off something cool, even when they're still hazy on all the rules.
Just curious, but have you had the chance to play out these decks in real life? I'm curious as to the win rate of this matchup so I can set expectations for someone learning with me. I would assume the runner deck is stronger because of the consistency, but I wouldn't be surprised if Weyland can pull it out with its money forts.