Rather underwhelming. It's gearcheck ice without stopping power and with only two mild subs:
- Lose a click, if able. That can be annoying but it's at most a slight tempo hit. It could be nasty combined with cards that leave tags but since Weir is only strength 3 by the time the corp has a combo up in a server the runner is bound to have a breaker out.
- The runner trashes 1 card from their grip. That stings a little but compared to meat/net/brain damage the runner gets to choose and so this will only cause them to throw away their weakest card.
Enigma has the same cost, only one less strength and has an "End the run" as second sub instead of a weak discard from grip. The difference in strength doesn't matter much since both are in gear check range but blocking the runner from accessing does. Therefore I think Enigma is the better card and Weir won't see much play.
(Terminal Directive Cards era)
If you see it as damage that cannot be prevented, its a little more interesting. This will definitely see play in decks that just want to tax and punish face checks, at least. — LynxMegaCorp