On first glance, Vigil seems somewhat underwhelming as a console, but it is perhaps one of the strongest consoles available to Anarchs, primarily for its ability to let the Runner draw at the beginning of their turn if the Corp has cards equal to their max hand size in HQ. Very few Corp decks have below the max hand size of cards in HQ (notable exceptions being some Cerebral Imaging decks and The World Is Yours NBN), and against other decks like Replicating Perfection and especially Near Earth Hub, Vigil could create considerable draw power since both identities usually stay at around 5 cards in their hands.
At 2 credits, Vigil is one of the cheapest consoles in the game, and is comparable to Astrolabe in Shaper, albeit with a more conditional draw effect. Vigil helps the Runner keep tempo with the Corp if they don't pay attention to HQ. This could hinder or help the Runner as well; if the Corp stays at 4 or less cards in hand a well-timed Wanton Destruction could decimate HQ while preventing the Runner from drawing, essentially making Vigil into an Akamatsu Mem Chip for a while.
With 1 extra memory, Vigil won't be seeing play in some builds, and certainly needs additional backup if things like D4v1d and Imp are utilized along with the full breaker suite, but with the new AI-breaker Eater, Vigil is certainly a viable choice for runners like Quetzal, Reina, and Whizzard.
So to sum up fast, Vigil is a cheap -- albeit, conditional-- alternative to other Anarch consoles out there, and it generally supports smaller, focused breaker suites. The ability to draw is something that should be taken into consideration moving forward, with the dominance of Near Earth Hub and other builds that usually keep their hands full, but the Runner shouldn't base all their draw power off this console alone.