In a symmetric card game like MtG, the fundamental strategy that seemed to emerge was "card advantage." The idea was if you were able to spend one card dealing with two of your opponent's cards, (or simply draw two cards outright) you'd generally improve your position, and having more such transactions than your opponent was a better sign of who was winning than life points.
Netrunner, however, is a dramatically different game, and this reboot doesn't wander very far. It's hard for me to map the card advantage concept over to the core NR set we've seen thus far.. As far as I know there's no mass destruction (of cards), and very few two-fers. Breaking ice doesn't remove it. Private security force offers card advantage at the base rate that runners gain it: one click per card. Really, "card advantage" was more about constructing and playing decks keeping in mind to the mid-to-late game bottleneck; land untaps every turn, so there comes a point where you can play out your entire hand. That seems less the case in NR.
So my question to experienced NR players from the past is, is there a simple heuristic to evaluate card effects with? Is it card economy, or bit economy? Or more likely, click economy? Or does the asymmetric nature of the game mean there one for runners, and one for corps?
Probably there is no fundamental strategy for construction. Maybe the game is well balanced enough that corp players should aim to build a balanced pipeline capable of converting clicks to bits, bits installed cards and advancement counters, and runners should target the weakest point in the clicks -> bits -> advancement counter pipeline.