I totally agree with Allele Repression. Tried to make it work but only learned the card is terrible on practically every level.
Fundamentally the card is on shaky ground because it is pure click disadvantage. You are spending one card to switch other cards so you end up with one less card than you started. You have to install it, so you end up with one less click than you started with. And you have to advance it, which is both clicks in money and clicks in the actual action. Even if it costed 0 instead of the 2, it would be such a massive investment that no card would be worth recurring.
Second, you have to discard cards to recover other cards. So you need to have a ton of cards in your hand that you don't want. And, as Corp, you do want all your cards. You don't want to throw Agendas, or ICE to get back a Hedge Fund even if it were free to do so. They serve different functions and if you regularly find yourself throwing one to get another, why don't just just switch the slots? If your deck is properly built you don't need this kind of switch.
I'm going to say Iain Stirling.
This one is not really right fair because Stirling has worked for me at several points in the game. He has a surprisingly strong ability and synergizes with a broad range of strategies. In the right metagame, he served me well.
But he's not well designed. Like every other 10 influence cards, the influence numbers just don't add up. Most of the time you tried to build a deck and you ended up with 11 or 12 influence, no matter how you tried. The vast majority of Stirling decks I tried to build ended up not being playable because in order to get to 10 influence I would need to cut key cards.
In fact, now that I think of it, the only times I was happy with him were times I could run 1 Corroder, 2 Medium and have two influence to spare. Any time I had to spend any more influence, it was infuriating.
The other problem is that there's no card pool for him. When Tri-Maf and Mr Li were decent you kind of had a deck. Perhaps not a good one, but hey, it worked. Now he has nothing going for him because the Criminal card pool does not allow it and Medium is out of the game.
Some more stuff:
The Foundry: Drawing ICE makes R&D agenda density untenable without Museum of History. And with it, you are just drawing a lot of cards that do not allow you to pusht he game foward, only to hold it. Design-wise, it's not there.
Rook: This is a powerful card, but much more expensive than it seems at first glance. One click to play, another to move, 2c to install and 1 MU all add up. It could have been good if the rest of the Caissa suite were, but they are all pretty poor (Pawn) or non-synergetic (Bishop).
Janus 1.0: Seems much cooler than it is in practice. The issue is that you can click it and only take 1 Brain damage, without ETR. Hence you need at least two to protect a server and they can click through one and break the other. Needs a buff.
Dedicated Response Team: This is a fantastic card with Data Raven and Snare, but you can only play 3 Data Ravens. Worse, this is a 3inf Weyland card and both DR and Snare are out of faction.
Weyland: Builder of Nations: 1 damage per turn is simply not enough to matter and it's very, very hard to get that much damage. Jinteki PE does the same amount of damage, with no influence hit and without setup.
The nature of drip damage is also at odds with the Runner running a lot.