First up, I'm not sure which Anarch ID this works best with; each have their own particular skill sets and what you use will likely depend on your meta choices. Whizzard is great because you can make your runs against RND, HQ, and Remotes pay off every turn by making it easier to trash assets; Reina would make it more expensive to rez ice and help you play the econ game with Parasites, as well as help counter Blue Sun; Noise (without teching to his ability) would get you about 6-10 mills; Edward Kim would help stop fast advance by killing Operations (therefore focusing you more on RND and HQ); Quetzel makes e3 work even faster and is great at killing the Oversight AI+Curtain Wall combo... Each of these runners works well with this deck, but I'm not sure if one is the "best." I guess it depends if you run against more horizontal or vertical decks? Now, down to brass tacks:
This deck came from an idea: What if you don't really need a full suite to go crazy? I mean, lets face it, most ice is around a strengths. Atman at 4, Datasuckers, and Darwin are pretty amazing. If you add in a D4v1d and e3, then you've really got something. This breaker suite, especially if you get a Cyberfeeder installed to feed Darwin, can really go to town.
The rest of the programs help support what we're doing with the ice breakers -- lets make runs easier, cheaper, or more effective (isn't that what all program suites attempt to accomplish?), but they do it in different ways. Hemorrhage really makes the corp pay for playing horizontal, giving you free HQ pressure and most likely a free trash thanks to Whizzard's ability. Keyhole helps with this trashing pressure as well as shuffling the deck if you're looking to use Whizzard's ability after a whiff (run with Whizzard if nothing's there; keyhole; run with Whizz again); Medium is pretty standard and works wonders if you can trash a pesky program using DS tokens and Parasite to burn down an anoying piece of ice and then go for a deep dig; Imp is just generally good, especially for trashing sansan's or other hefty pieces.
Hardware is pretty standard: Clone Chip's help recur your David's if you need them, or Imps if you don't, as well as protecting against pesky damage to your Atman, which you pretty much need for this to work, and brings things out after an Inject. Cyberfeeders make runs cheaper and pump Darwin for free, which is great. They also make parasite installs out of clone chips cheaper, which is also fantastic. Grimoire just gives you more bang for your buck with the number of viruses you run, but it feels like something else might be better there? 1x plascrete is insurance, but you don't really want to be tagged with the number of resources you're running.
Speaking of resources. this deck needs a decent amount of econ, and resources work well for it. DC's give you nice clickless econ, Fester is great since they'll probably want to purge pretty often to stop the datasuckers, hemo tokens, or to make darwin stop, the shard's are just too good not to place in here--Eden helps turn the corp's 3 card hand into a pseudo-legwork; Hades works great with Hemo + Keyhole; Liberated Accounts gives you nice burst.
The events are also pretty basic: Inject is an influence-poor-man's Diesel, Dirty Laundry just gives you easy pressure and econ, Stimhack is great if you need money to clone chip something out or just HAVE to get in, and Deja Vu is more or less necessary for any self-respecting Anarch. Net Celebrity is odd here, I think, but feels like the best current for this deck and is mostly just there to get rid of something like a ELP, which would suck.
Overall, I feel there are a lot of tweaks to be had, but it feels solid and just needs more testing.