I'd like to offer a different perspective on this card:
Think of this card more like The Noble Path than like damage protection. If they don't take the BP hit then you can walk through Komainu, Checkpoint, Neural Katana, and even the monstrous Janus 1.0 without even having to do anything! Assuming you have a competent breaker suite it essentially offers the Corp the choice of completely defanging these ICE and more for a single turn, or permanently weakening the tax they provide (since you can use your BP credits to help you break the ICE). This can become a Catch-22 if the two bad publicity is enough to tip you over into being able to access a given server twice more this turn.
The secondary benefit of the Corp being unable to kill you next turn is nice, but in most situations they'll take the bad pub in order to win the game. The notable exceptions are if you can use the two bad pub to get into servers and win the game on YOUR turn, or if their kill plan involves trashing all your protection with The All-Seeing I.
Finally, in addition to ICE it also defangs several traps. Project Junebug, Snare!, Cerebral Overwriter, and others become safe to check and dispose of, and a trip into a Shock!ed up Archives becomes safe. This will probably just encourage the Corp to take the bad publicity...but 1 credit for 2 bad publicity is an amazing deal anyway!
In summary, this card is a strong counter to ICE that deters through damage since it either gives you an open pass through them for a turn or gives you a permanent advantage in breaking them. Not to mention that if they take the bad pub there's no rule against playing a second one right after...
P.S. this is especially great because as a Criminal you're essentially saying "I'm going to walk into this server now. You're not going to stop me if you know what's good for you."