Every deck I've played runs into card draw issues. I've played a lot with fewer numbers of wyldside and diesel and I always want more. 2 Wyldsyde feels wrong to me, both because of the lower chances of getting it early, and also because I often play it in a pawnshop deck where once you've accumulated a diesel or the ability to replace it after a few turns with 4 actions you typically throw it away for a while, and get extra actions for some running turns.
Sorry about the incorrect title, the faction is criminal, although the content still stands.
I agree Aurora is bad and would replace it if I had the spare influence.
Even if I cut to 2 Wyldside and 2 Diesel, I'm adding 2 Pawn Shop before any of the other stuff, and that already gets me to 14.
2 Wyldside 1 Diesel 2 Pawn Shop 1 Gordion Blade is perhaps manageable although I'm giving up a significant amount of draw compared to other factions. This is fine if I can make up for it in other ways (faster resource generation), but a problem if I can't. I'm also missing out on the power of Medium which has been good enough for me that it often ends up in Shaper (despite the 3 influence cost): a medium with a few counters often means you can afford to run at R&D once every three turns in the late game, which completely changes the entire economic structure of the game. The two most popular archtypes right now seem to be one that's focused on single completion of agendas, and one that's focused on dealing net damage. Running with 7 cards in hand is an effective way to deal with the later, while making it impossible for the opponent to draw the last agenda is quite strong against the former. I never feel I have the same level of power in criminal at later stages of the game.. this deck feels very much like win early or bust.
As for power level of the 2 cost runner cards: I often feel like Inside Job is the worst of the three. Marker's mark is a triple effectiveness run on R&D, and the trash ability on demo run is effective for taking away ice from hand, or removing key piece(s) of the top of the deck. On those dig or bust turns, Demo Run lets you make multiple runs on R&D removing any misses for free. Combined with medium I've had turns where I see the top 15 cards of someone's deck. Paying 2 to skip the first ice, but not being able to use any special effects (bank job, sneakdoor, etc..) for 1 run is very good in some situations, but plays more to attacking agendas that are readying for completion in play, something the metagame doesn't seem to do a lot of right now.
Note also that misers pawn shop or Wyldside has issues when you do account siphon type missions because you're often planning to end the turn with an opponent having 0 credits but you having 2 tags. Gain, Gain, kill resource can be painful in that situation if they are hitting your miser items.