Man, this ID is gorgeous. Both sides of Earth Station are absolutely incredible with their art. I almost wish we had a space elevator in real life.
So, first off and most glaring, is the limit of one remote server. That may seem extremely crippling until you realize instead of stacking your ice horizontally, you have the perfect excuse to replicate the Ice Age with a glacier. The tradeoff for the remote limit is worth it when you consider three things. First, this taxes the Runner for running on HQ, with a bank-breaking 6 tax on the remote when you decide to launch the elevator. Second, we have a Weyland flip ID; I'd say that alone is worth it (although the flip side will incentivize runs on HQ, so keep that in mind and a few nasty traps in reserve). Third, Wall to Wall is a thing and in Uprising. See my review for why that is a must-have in this ID.
This is the first Corp ID I've commented on, and I don't really play "green" (I'll take your words for it, I'm colorblind). So, instead of one of logo IDs Weyland has, or any of the remaining Weyland IDs not rotated or MWL'd, why Earth Station? Let's start with BABW. 1 more for every transaction? Nice, but again, see Wall to Wall. BWBI? Bested by Cayambe Grid and Wall to Wall. BON? Unless you're running a kill the runner deck, you'll get plenty of punishment by forcing them to run through every single ice on a server. Looking at the rest (because I don't want to compare this ID to every single Weyland ID in the game), each Weyland ID caters to a specific playstyle. Earth Station plays the long game, daring the Runner to be foolish enough to charge headlong into your glacier and smack into a Surveyor in front of a Rime-boosted Seidr Adaptive Barrier. Honestly, half the fun of this ID is just building around the remote limit.