No problem. I smiled when I saw that you had initially built with different faction agendas. If it's any consolation, I did the same initially!
(I also thought 0 cards in grip was flatline, bad publicity was per turn and I'm sure many other errors as I rush-learnt the rules.)
Whilst HB core has an amazing identity ability (and Adonis) to base an economy-driven strategy (the only Corp that can always rez an 8-cost big ice in runner's first turn), its Bioroid weakness can be triggered by any runner without any aid. Hence initially a bioroid can be a bit porous as a good runner will always run HB on first click. However, they are paying valuable clicks not spent developing their board position. Once you start stacking the Bioroids, this weakness of needing breakers is mitigated. Just mentioing this as I had a huge argument when first playing against HB trying to convince my also new opponent that Gabe can just walk through. And thank goodness most of its ICE has this weakness (otherwise undercosted for their stats) else HB will be far too good. However, a clever Corp can exploit this with pain ICE (like Wall of Ice, the latter used in the Precog big ice ABT build) as the cocky runner suddenly face checks for pain. This build prefers Chum because of its synergy with Tollbooth (if when encountered they end run or bypass using Femme Fatale, they take damage) as Tollbooth is such a monster of a card in a Core + WLA environment, always used by Corp, prompting runner to include 1 influence Femme Fatale to bypass them, so then Corp adds Chum to counter Femme on Tollbooth etc.
Note also you should never have more than 3 code gates of 3 or less strength (your initial build had 5) because of Yog.0, commonly found in Anarch and Criminal (only 1 influence). My preference is to go all in with bioroids due to stacking them mitigating their weakness hence Viktor over Enigma (as Viktor costs more to break) but many disagree with this. Viktor is for the longer game as it will cost the runner more, Enigma is more certain to stop the runner in the early game if attempting tn rush through an early agenda (which the above build does not do). Where Enigma is good is in tempting the runner to "run on last click" (hence save 1 credit breaking that subroutine), great in a tagging deck with tag punishment (Scorched Earth or Closed Accounts). I've mentioned this when I remember building exactly as you did, only to face Yog.0 and realise I'm best off thrashing all the rezzed cheap code gates to save on install costs. It's an easy mistake to make.
On the topic of trashing ice, you listed Security Subcontracts. The problem is your ICE is actually good (for your pool) and your economy is already good (the list above has every economic card that costs no influence in your pool, including the amazing in-faction Adonis that like PAD is rezzed at the end of runner turn and temporarily occupies your remote fort for clickless economy). The only use I've found for Security Subcontracts is in a cash-poor Jinteki PE deck with 3x Chum, 3x Hunter (Chum in front of Hunter is a very cheap deterrent as 6 strength sentry is very expensive to break - see Ninja), 3x Draco (Chum in front of Draco is a permanent Troubleshooter), 3x Data Mine (Chum in front = 4 net damage without great Crypsis/rubbish Wyrm), 3x Ice Wall, 3x Pop-Up Window (great to power your Junebug after Account Siphon/Vamp tries to make you unable to pay for your ambushes), 3x Snowflake (where you sometimes want them to guess right and access your Junebug, instilling doubt in their mind). So apart from amazing Neural Katana, there were 21 ice of cost 1 or less thrashed to Security Subcontracts (Data Mine cannot be thrashed to it without Forged Activation Orders). Now that is a design where 3x Security Subcontracts was the unconventional credit engine. Because that 1 click nets you only +3 credits on what a click can get you - and that ICE is generally far more valuable if chosen and placed well.
The only other card I disagreed strongly with was Aggressive Negotiations. This is a card for specific game-winning combo, most usually Sea Source + Scorched Earth, where you need the other card. There is no such combo in your pool for HB. This card is now never played by Weyland because of Project Atlas. And really, you will find it is a card that just does not work when your most valuable resource is a click and it costs a click to play during a crucial scoring turn.
Apart from those 2 cards, all your other cards listed are good choices - but often in other decks. Hunter or Snare + PSF is nice but weak compared to say Data Raven + PSF (especially with a Chum in front of Raven raising it to 6 strength). Yes, HB brain damage + Jinteki net damage + PSF meat damage do synergise - if you manage to pull it off. I do appreciate where you are going with your build. And I can't fault your ambition. It's just that your list just tries to do too many things whilst it should try to make sure that its cards synergise as much as possible into a coherent strategy.
On the other hand, in an environment where your opponent is also new to the game, your ambition may well bear fruit. So please feel free to try it out like you have built it (just with Subcontracts and Negotiations changed to more Chums or Junbugs). Flatline victories are always more enjoyable (I fell in love with Jinteki when my Kate walked into a 3-advance Junebug in my first game). But if you want to consistently win (whilst tricking the opponent in subtle ways like wasting all his credits running on an unrezzed Ash), I would advise trying out the Upgrades strategy detailed above.
I apologise if I have been unwittingly condescending, I'm just trying to help and advise as requested. In fact, I have highlighted all the numerous errors I used to make. For a first deck build, your listing is far better than mine ever was. I sense a tricksy player who also wants a strong economy, HB, with its asset-based economy that costs 1 less (install bonus), can play horizontal better than Jinteki with your card pool. I mistakenly responded with the optimum HB build for your pool. But maybe what you wanted was the minimum tweaks needed that keeps within your build concept? (Which sadly is hard to spot due to the format).
Apologies fpr the length of this post (it's been a dead day at work) but hopefully there are some useful bits in it. I will post a "HB tries to be Jinteki" build in an hour. Sadly I have to go to a meeting. Work, dammit, it gets in the way of my hobbies…