Comparison to other Economy Events
Stimhack - One brain damage and the credits, while a 9 credit gain, are only good for one click.
Easy Mark - 0 Investment, but only 3 credits
Infiltration - 0 Investment, but only 2 credits
Freelance Coding Contract - A possible 10 credit profit for 0 investment, but requires five programs in hand to make that much use out of it. And ways to recur those programs from the Heap
Dirty Laundry 2 credit investment, 3 credit profit, requiring a successful run. Not to hard, but not always a guarantee and by far the least profit gaining, unless combined with the likes of Datasucker, Desperado, Security Testing to maximize the effect of that run
Queen's Gambit - Risky, but possibly a 5 credit gain (second click of the double costs 1 credit) - but could be very risky. - Same profit as Sure gamble but less flexible.
Power Nap - Can generate absurd amounts of credits (I've seen it generate 17+) but requires a very specific deck.
Lucky Find - 3 credit investment, 5 credit gain (the extra click costs 1 credit) - so better profit for less investment, which is what makes Lucky Find so popular. But the influence costs can be troublesome.
Calling in Favors - 0 investment and potentially a large profit, but requires a certain deck.
Inject - 1 Cost investment, potentially 3 credit gain. Better to be used as a draw card than economy.
Day Job - 2 credit, 3 click investment (5 credts?) for a 8 credit (5 credit?) profit. Can be useful for bursting upwards in a safe moment and closing scoring windows.