Every card deserves a review, so here we go! Remote Enforcement has a very hard time being played simply because Project Vitruvius exists, and is a very good two point agenda. That being said, this agenda is often 2nd choice if you need more than three 2-point agendas, and may even occasionally be your first pick if you're doing something tricky with your defensive strategies (Marcus Batty kill deck?), want to throw a Surveyor into a 6-deep remote, etc. Installing exactly the ICE you need regardless of whether it is in your hand and without paying the cost can be pretty powerful. You'll usually want to find something expensive (maybe a NEXT Gold, Heimdall 2.0, or Wotan) to get maximum value and tax the runner as steeply as possible on future runs, but you should carefully consider the runner's rig and strategy, as often just choosing the correct type of ICE might provide you with an immediate scoring window on the next turn.
The one drawback in the effect of the card is that you are showing the runner what they are up against, which means if they need to dig to find a certain type of breaker, they can immediately begin to do so, or if it's just an expensive server to get through they'll be able to asses better just how costly it will be.
A 4 advancement requirement for 2 points is a tough sell because it's vastly more difficult to protect than a 3/2, unless you spend a good amount of resources trying to fast-advance it. If you're running three of these you'll usually also be running Jinja City Grid and building one or two deep servers. Some current likely IDs are Asa Group: Security Through Vigilance, The Foundry: Refining the Process, or perhaps even NEXT Design: Guarding the Net.
Ultimately, vertical corp play is fun, and this card encourages that!
Nasrul Hakim also created some damn cool art here that I'd love to get on a play mat someday, of a HB security bioroid being efficient + ruthless, as HB does best! Check out more of his work, if you'd like: www.artstation.com