I really like the design of this card.
Like most other 3/2s before it, Embedded Reporting can be scored in two different modes: the "blank 3/2" mode, and the "4/2 with an ability" mode (which extends to 5/2, 6/2, etc., but players rarely go that far). So when evaluating the agenda, we have to look at both modes and see how they work.
The blank-3/2 mode is easy enough to understand; there have been plenty of those in Netrunner's history, and this one's no different from, say, Project Beale. Generally speaking, fast-advance decks want as many blank 3/2s as they can get their hands on, in addition to the 3/2s with upside – every additional advancement requirement makes an agenda significantly harder to fast-advance, and fast-advancement combos are normally limited enough that you need to score more than one point at a time with them, so 3/2s are great for those decks, with 4/2s and 5/3s and 3/1s being significantly worse. Other deck types don't care nearly so much about their agendas' advancement requirements being exactly 3: never-advance decks can generally afford to play cards like Wage Workers and Seamless Launch that make unadvanced 4/2s easy to score, rush decks are generally happy to park an advancement counter on a 4/2 during the Runner's turn and finish it off next turn, glacier decks can score a 5/3 almost as easily as a 3/2 and really appreciate the extra point, and kill decks generally care more about agendas being worth 3 points than they do about the advancement requirement. So any deck that doesn't fast advance is probably going to want something with better abilities than a blank 3/2.
However, Embedded Reporting can be overadvanced, scoring it in the style of a 4/2, which gives you an ability, and this one is pretty decent without being overpowered. It's an interestingly versatile ability, and here are some of the best ways to use it:
- Three of the best four neutral 4/2s ever printed give you credits when scored: Offworld Office, Corporate Sales Team, and Cyberdex Sandbox. (In case you're wondering what the other one is, it's the self-protecting NAPD Contract.) If you need an Embedded Resources to be a 4/2 that gives credits when scored, you can do that: just score it and search up a couple of economic operations. It doesn't give quite as much economy as its competition, because the operations you are looking for cost clicks to play; the exact benefit will depend on what you search for (e.g. if you're rich you could search for Hedge Fund, but if poorer you might search for Predictive Planogram instead). Additionally, the money doesn't come quite immediately; you have to wait a couple of turns. What it does do, though, is block the top of R&D for you while you're waiting – so if the reason you needed credits after an agenda score was to rez ICE on R&D (and this is a very common reason to need credits after scoring an agenda!), perhaps it bought you a couple of turns to give you time to actually play the operations you searched for and get those credits.
- If you're playing a fast-advance deck (and thus playing this agenda, because it's your only option for 3/2s right now besides a single copy of Tomorrowʼs Headline), and get the opportunity to overscore it, it can search for a couple of fast-advancement tools for you. For example, you could grab a copy of Nanomanagement with one counter, and then later on use the other counter to find a second copy of Nanomanagement (meaning that you don't need to leave both of them clogging your hand). This turns into a sort of miniature AstroTrain – using 3/2s to fast-advance each other – but one that's sufficiently expensive in credits to probably not be broken (Nanomagement costs 5 more to place a clickless advancement counter on something than an AstroScript Pilot Program or Remastered Edition agenda counter does). As such, you have a lot of incentive to overscore this in a fast-advance deck, if you can – such decks generally want to have their fast-advancement tricks in hand already when they draw agendas, in order to avoid the agendas being stolen from HQ, and an overscored Embedded Reporting effectively guarantees that.
- NBN decks presently have some issues trying to protect their servers solely with ICE – most NBN ICE is somewhat porous, quite a lot of it isn't very good unless the Runner is tagged, and quite a lot of the rest hardly does anything if the Runner decides to go tag-me. In general, to protect its servers, NBN has to use the "threat of revenge" in addition to the few end-the-run subroutines it has access to (which are mostly pure gear-checks that won't help in the late game even against a Runner on low credits). That generally means that in order to keep your servers safe, you need either tagging operations that dissuade Runners from going down to low credits, or tag punishment operations that dissuade Runners from going tag-me. But those tools often cause severe hand-clog issues if you're running too many of them; ideally, you'd run only one or two, and search for them. When scored as a 4/2, Embedded Reporting gives you a way to do that search without taking up important deck slots (decks have to contain agendas, so if you can accomplish something with an agenda slot, that's generally great as it means you don't have to spend a more flexible deck slot on it).
So one of the reasons I think that this is such a well-designed card is that, despite being scorable as a 3/2, there's a real incentive to score it as a 4/2 instead – but you get to choose which during the game, you don't have to choose before it starts, and that means that it encourages decks (especially fast advance decks) to deviate from their core play pattern when they get a good opportunity. A fast-advance deck generally wants to hold its 3/2s in hand until it has a scoring combo for them – but if it draws Embedded Reporting in its opening hand, it may seriously consider trying to rush it out as a 4/2 behind ICE on turn 2 or 3, because the reward for that is actually good enough to probably be worth the risk. That helps to make the game more interactive, because it then isn't just about whether the opponent can stop the fast advance, it's also about whether they can stop the rush.
The other great part about this card's design is the timing. Like the other dividends cards, it triggers at the end of your turn, so the Runner will get a full turn of warning about the card you searched for, before you get to use it. Quite a few of the operations in NBN decks, especially the gray ops and (especially) imported black ops, are "unfair" in that they can come out of nowhere and ruin the game for a Runner who forgot to play around them (or were hoping that you didn't draw them). The turn of warning gives the Runner counterplay (e.g. they can choose to not run, in order to not turn on a kill card). Additionally, the card gets placed on top of R&D. For most operations, that benefits the Corp (both because it blocks R&D from single accesses, and because it is harder to get rid of untrashable cards in R&D than in HQ, due to cards like Burner and Eye for an Eye). But operations that act as "unfair" win conditions, like Measured Response, generally come with trash costs so that the Runner has counterplay – and if you put a trashable card on top of R&D, the Runner counterplay is obvious (you just have to try to get into R&D to trash it). All this means that it tends to nudge the Corp towards generally healthier play patterns and away from those that give a negative play experience.
Finally, it's also worth noting that unlike Project Beale, which would outright win you the game if overscored by 10 counters, this card has diminishing rather than accumulating returns if you somehow manage to overadvance it into the stratosphere. That means that instead of encouraging Psychographics combos and utter jank like importing Red Planet Couriers into NBN, the card instead encourages trying to go a bit further with basic actions and Netrunner fundamentals, and it's probably more beneficial to the game to have those moments of mid-game decision-making happening all the way from jinteki.net casual lobbies up to the top tables of tournaments than it is to support decks that use PAD Factory to advance the opponent's console (the latter is fun once or twice – I should know, I've done it – but doesn't have the same sort of lasting benefit).
So this is a well-designed card, but how strong is it? The flippant answer is "it doesn't matter how strong it is, it's a 3/2" – fast-advance decks would be playing it regardless, but they definitely get value from its 4/2 mode existing, so it's somewhat stronger for them than a true blank 3/2 would be. It wouldn't surprise me if it also turned up outside fast advance on occasion (although it probably isn't a staple); it has a number of decent modes when scored as a 4/2, and although none of them are extremely strong, the flexibility might well be enough for it to earn a slot (especially if the deck has some fast-advance tools available as a plan B, and thus benefits from 3/2s existing in the deck even if they aren't normally sccored like that).