Making the runner lose a click sounds great for setting up a scoring window, but Load Testing requires a click to play itself so in effect you trade a click for a click. That's not to say that's not useful occasionally. The most prominent scenario I can think of (I fear I have a really poor imagination) is that of a 4/2 agenda. You install it on click 1, advance it on click 2, do a Load Testing on click 3. And then you need to have ice that's good enough to keep the runner out if they have 3 clicks to spend but not if they have 4 clicks. That means bioroids, specifically:
- Enforcer 1.0, 4 subs, 1 strength. Works great if the runner doesn't have a sentry, at least 3 subs scare the runner and it's rezzed (since it doesn't stop a run it needs to scare the runner so they don't initiate a run).
- Fairchild 3.0, 3 subs, 5 strength, to break, all or nothing. FC3 is strong enough on its own that it's worthwhile to install even if you aren't Load Testing.
- Heimdall 1.0, 3 subs, 6 strength. The runner could get through by taking a brain damage.
- Vikram 1.0, 3 subs, 5 strength. Same problems as Enforcer 1.0.
The other bioroids cannot be clicked through with 3 clicks (because they require a pair of clicks to break up to 2 subs or because they have only 1 or 2 subs).
Still, this feels rather brittle. How often are you going to be able to actually use Load Testing without the runner having breakers installed? I suspect you can go through most tournaments without this trick ever working.
Are there other options? Defensively it's a decent Hyperdriver counter (doesn't stop the runner getting 2 extra clicks but it's likely they were counting on getting 3 extra clicks and this message up their plan) if all you need is to delay the super turn slightly.
I'm pretty much drawing a blank here what else you can use it for.