Kind of a perplexing card at first, but a good one. You just need to look at the damage as utility rather than kill potential. For the dirt cheap price of 1, its 3 strength and 2 effective subroutines are pretty amazing, costing 3 to break with Gordian Blade for example. The other, more esoteric "draw 2" subroutine seems made for preemptive card sniping, but most of the time both players just spend 0 and it doesn't do anything. However, its presence does give the runner an out against surprise flatline, limiting the kinds of decks you'd want to use Aiki in. It is possible for the runner to exploit Aiki as a draw engine if it's on the outside, though it's not really any more common than it was for Little Engine, and you're not wasting much if you just install over it.
Aiki shines the most in Chronos Protocol: Selective Mind-mapping and Jinteki: Potential Unleashed, where the damage carries extra penalties and people are less willing to eat it. It wouldn't be bad in Nisei Division: The Next Generation either, making the runner either pay to break the extra subroutine or give you 1. Other than that, I'm not sure how much it'll get played, but the price is certainly right. It'll get even better if they keep printing mill cards, or if Yog.0 ever goes away.