This ice is boring as balls. It reliably causes a $2 credit swing. It doesn't create short-term value and isn't very good on long-term value. It doesn't have the strategic depth of Aiki's psi game or the strength or 2nd subroutine that make Aiki excellent in a grindy role. On the key plays of the game, this ice might as well not exist -- 1 net damage won't hold back a runner when they decide to go for it and "gain $1" is one of the weakest subroutines in Netrunner.
If most ice were this unimpactful, I don't think most people would play ice. Consider: it'll probably take something like 5-6 Stargate runs or 5 runs on advanced cards to win a game. On Jinteki.net, over most games I think the runner generates $60-100. It is almost mathematically impossible that you'll be able to stop their ~5 key plays with $2-impact ice. Problem: low-impact ice needs a ton of help to hold off high-value plays, but no ice in the $2-impact range can handle a large install cost without immediately sucking.