Obviously, this card is very important for Adam: Compulsive Hacker, lending him a great deal of early HQ aggression and in faction, turn one multi access. But there is something that really bugs me about it's design: influence cost.
There already exists an HQ multi access card: HQ Interface. It only costs two influence and has no drawbacks. Now, a runner might be inclined to use NAT and deal with the drawbacks of the card if the influence were lower than HQI. But that's not the case. I can't think of any reason why a objectively less powerful card in any other faction would cost more influence to import except for flavor. I'm assuming that was the design choice here: having Bioroid technology and programming in your human brain isn't something you can just peddle off the streets. You need some connections for that, so it costs more influence. Also, it makes it consistent with the influence cost of the other two directives. So unfortunately, what could have been an interesting choice to make in deckbuilding becomes a card you only want in one place. Ever.
Clearly, these mini faction cards are best suited to the Runner's they belong to, but there are a handful of new Runner cards that are great additions to other factions. Unfortunately, Neutralize All Threats is one of those situations where the flavor and the mechanics of a card clash.
Agreed. Pair this with whizzard and a scrubber, and you have a serious destructo-rig going for the measley cost of 2 credits and 2 clicks. The additional HQ accesses from NAT are not just to increase chances of hitting an agenda in HQ, but also to give Whizzard access to more trash fodder, makin g sure that you're sabotaging the corps assets and upgrades at an alarming rate. Five recurring credits and two HQ acesses per run are going to start seriously grinding through the corps HQ, limiting options, trashing the cards they were planning for next turn and creating disruption in their planning and strategy. Pure anarchy at its finest.
— ShaperLord777