Your build overall looks pretty solid!
Firstly this is all just an opinion. I am not comfortable with Personal Evolution, preferring Replicating Perfection.
I think Jinteki is the weakest Corp that requires the highest skill level to win and to make matters worse, Noise is probably the worst match-up as he has (1) Wyldeside, (2) Imp vs. economy assets & upgrades, (3) Darwin/Crypis vs. Traps, (4) no way to poison the single strike big Archives run (beyond Red Herring, which nicely combos with Fetal AI). Jinteki also needs unpredictable balls-out sometimes illogical play. This may not be your strong point. Maybe playing HB efficiency or Weyland speed would be better suited?
As I said, your build seems pretty solid. My main issues with it are…
(a) With your agenda choice, there is no reason to run on an unadvanced card. As your agendas dictate strategy, I won’t change them. It means never advance an agenda or Junebug on installing it. It may be Private Contracts, Snare or Hokusai so the runner should not run it. Next turn advance it 3 (Jinteki must always have 4 credits spare for Snare!). Now runner daren’t risk a Junebug (even with overdraw, you can kill him with Neural EMP) and must let it go unless your score is at 4+. That is when he cannot risk a Priority Requisition so must run into a Junebug.
(b) Sensei is for cheap high strength trace ice (Hunter, Draco, Snowflake, Matrix Analyzer) in a very deep vertical server. These ice is also what Chum is good in front of. Sensei is good in the Scorched Earth Jinteki tracing variant (also Snare’s tag) which your build is not attempting. You need 2x Core for 3 Scorched Earth & 3 Chum.
© Anonymous Tip seems a strange choice of influence spend to quicken when Jinteki plays slow, spending free clicks for credits. Perhaps this is due to always facing R&D Interface in your play group? Personal Evolution is best suited to flat-line greedy R&D runs, especially with both Hokusai Grid on R&D and Neural EMP in hand.
Some minor issues (based purely on personal style so feel free to ignore them)…
I am not a fan of Whirlpool in Personal Evolution as you need End-the-Run ice which goes against Whirlpool. It works better in Replicating Perfection which is full of harmful ice that don’t end the run (like Janus) which act as a deterrent on its centrals. Yes, it can create an occasional flashy win but it is too situational. And combined with Data Mine, you become too vulnerable to AI breakers. I expect Noise now runs Darwin & Surge?
Similarly, with 1 Core Set, I don’t like 2 Data Mines with just 2 Chums. Unlike Neural Emp, only ever played in multiples to deal lethal damage, one-use Data Mine has hidden install costs and needs careful set-up with Mine at level 2 and Chum at level 3. It’s just too over-ambitious. Even then, the runner just ends his early-click run and draws back up to 3 vs. Neural EMP.
Anyway, below is a low-quanitity high-cost ice build you could try. (It may be too ambitious but then I play 3x Janus, 3x Ichi in my Replicating Perfection). I can't say that I've played it so expect to modify it for any shortcomings.
Jinteki: Personal Evolution (49 cards, 21 agenda pts)
15/15 influence: •••••••••••••••
· 3 Fetal AI
· 3 Nisei MK II
· 3 Priority Requisition
· 2 Melange Mining Corp
· 3 PAD Campaign
· 3 Private Contracts
· 3 Project Junebug
· 3 Snare!
· 3 Hokusai Grid
· 3 Hedge Fund
· 3 Neural EMP
· 3 Wall of Thorns
Code Gate (8)
· 2 Chum
· 3 Pop-up Window •••
· 3 Tollbooth ••••• •
· 3 Ichi 1.0 ••••• •
· 3 Neural Katana
I opted for less ice but big ice (you already have a good game against aggressive Criminal runners). You first ice up relevant centrals then one remote fort. Spare clicks are for credits, ideally Private Contracts. Don’t panic if you can’t rez blocking ice (you don’t need to block centrals, just make it taxing). You are Jinteki. It is as important for you to threaten Snare and Neural EMP as it is for you to have ice. Forged Activation Order forces your hand here.
Jinteki needs credits for its ambushes. Pop-Up Window is perfect passive income. Placed on centrals (usually), you need 1 less credit to pay for that Snare. Facing Account Siphon (rez economy assets to minimise theft) or Vamp, one Pop-Up in your remote ensures that 3-advanced card could still be a lethal Junebug even when broke.
Private Contracts needs explaining. Unlike PAD Campaign (install naked except against Imp, Whizzard, Scrubber or Bank Job), it is placed in your remote server and used in 3 turns. Its purpose is to waste credits on a run (which unlike an Adonis Campaign he won’t thrash at full 5 cost). Even if no run, seeing it rezzed in the fort, there will be a nagging worry the next unadvanced card is another one. As it is so expendable, it is a perfect credit-wasting bait and provides psychological protection for every card you install and don’t advance. (Along with PAD and Hokusai, it also helps to foil a Siphon.)
As card slots are sparse, I chose Tollbooth because in Chum, you have the perfect counter if a Femme counter lands on it. Install the first Tollbooth or Thorns in your remote fort waiting for Melange which then funds its rezzing, protecting it. Timing is critical here (when missing relevant breaker or low on funds). You have Hokusai and Private Contracts (even Snare) as run-inducing bait. The runner should be wary of running an unadvanced card.
The other reason I’ve chosen big ice is to maximise use of Priority Requisition. Deck space is sparse and Jinteki has sufficient deterrent defences to have low ice. Also big ice is best for long games, to maximise repeat taxing, small ice for fast games. However, you may want to replace Thorns with Static if you find the cost curve too high.
The main thing witrh Jinteki is to double-think your runner. Anticipate Inside Job or Stimhack or Test Run Femme and install a Junebug behind the vulnerable ice then triple advance it, ready for the runner trick. A double advance is not enough deterrent, a single advance signals Nisei (don't forget its power!). This signal can set up a bluff with a Junebug if the run is too expensive to repeat in 2 turns (when you score your agenda). Never waste your Neural EMP except to win. Threat is your greatest weapon (10 credits = 6 damage with Snare! followed by 3 Neural EMP), making the runner cautious allowing you to score. Use the Snare! tag to kill a loaded Kati (unloaded is probably a trap, spare in hand) or a loaded Workshop.
However, if you are regularly playing against Noise, I strongly suggest you choose another Corp.
If sticking with Personal Evolution, I would suggest 10 x 2pt agendas. But that is a very different build to a Priority Requisition big ice build. I have stuck with your original agenda strategy and tweaked your list accordingly