This is my deck in it's current state being the noob that I am:
1- The Toolbox - Was never a fan of it - very expensive to play, even with Modded. You have a lot of programs, so you may need the extra memory.
1- Cortez Chip - Has it's occasional uses, but I think there's better ways to use two influence - namely, a Ninja.
2- The Personal Touch - Useful card, particularly with your icebreakers.
1- Aesop's Pawnshop - Always great. A second would be useful, but can't be helped.
2- Sacrificial Construct - Has it's uses to save programs, or as Aesop's Fodder, but considering the number of redundencies in your icebreakers, I don't see it as being that useful unless you want the money, or intend to run without a sentry breaker and programs installed (for rototurret)
1- Ice Carver - Can save you money in the long run. Having only one is meh, but it has it's uses, particularly with Yog and Mimic.
3- Armitage Codebusting - Useful money maker and can be trashed with Aesop's when its at 2 credits.
2- Modded - Useful. I like them.
3- The Maker's Eye - Makes runs on R&D have the potential to cause real damage. Keep them.
3- Diesel - Deck Thinning is always handy. Keep them.
1- Inside Job - A potentially useful dip most of the time, but with so many icebreakers and a solid economy, I wonder if this is best.
1- Forged Activation Orders - Meh. A decent two influence dip. I kind of like it, but would like it more with cards like Imp and Demolition Run.
3- Infiltration - Definitely useful for sniffing out traps. Lots of Corps like to use them, so play these when it's a critical agenda, and only on agendas/assets.
3- Sure Gamble - Money-making. Keep.
1- Femme Fatale - Never a big fan of Femme in Shaper. Your icebreakers tend to be so useful, you don't typically need this ability - if you encounter a bunch of Janus 1.0 or other nasty ICE, keep, though.
1- Pipeline - Kinda Poor compared to both Mimic and Ninja. Take out in favor of Ninja. See if you can find two influence.
1- ZU.13 Key Master - Great 90% of the time for Shaper, but you have no link strength for it's ability, save one card. Get some Rabbit Holes if you're going to use this.
2- Net Shield - The more I think about this card, the less I like it. Jinteki is the only corp this is really useful against. While the damage is disruptive from Jinteki, it's rarely game-altering.
2- Gordian Blade - Super Decoder. Keep unless you want to save memory with Zu.
2- Magnum Opus - Awesome late-game money tool. Keep both.
2- Battering Ram - 2 Memory sucks, but it is powerful. I prefer Corroder, but it's your call.
2- Mimic - 3 Different Sentries is OK, but Pipeline is so poor, Femme Fatale can sub for it in a pinch. No need for Pipe if you keep Femme.
2- Yog.0 - Super Code Gate with Ice Breaker, and keep the Gordian for higher stuff. Like the combo. No need for 5 decoders, though. Either get link strength and use ZU, or use just Gordian and Yog.
3- Crypsis - You already have so many redundant icebreakers, I wonder if Crypsis is necessary at all. If you still want it, limit it to one.
What do you think of my deck so far.
Overall, It's OK, but needs some work. If you want to use ZU, get Rabbit Holes. I love Rabbit Holes anyway due to telling Tag 'n Bag decks to go somewhere with their traces and the like - against Jinteki and HB, it's fodder for Aesop and deck thinning. You have no tinkering, which is fine considering the high number of breakers. Let's count your memory - with a full suite of breakers and Magnum, it costs 6 memory (2 from Battering Ram). Having multiples of a particular type (like a Yog and a Gordian) will cost even more memory. Consider throwing in some Memory Chips, regardless of it you keep the Toolbox. They can also be fodder for Aesop in a pinch, or for a late-game nova run.
You have a good baseline for a powerful deck, but some changes need to be made. Remember, these are all my suggestions - you are not required to make any changes at all. If you like this deck, play with it some and see what you like and don't like, and change things based on that.