Here is a list of doubles for runners. As you can see shapers only have 3, anarchs 3 and criminals 7 (counting an upcoming Terminal Directive card) with a single (2 influence (!)) neutral (Lucky Find).
Power Nap is oddly a card that's more useful in criminal decks in terms of fuel and probably in terms of usefulness too. The thing with Power Nap is that it's an economy card that works best in the middle to late game. Criminals generally get their money from runs which become less effective after the early game. Criminals also have a nice trick to get doubles in the heap: Planned Assault with Running Interference. Meanwhile one of the most common runner doubles is criminal as well: Hostage. And although expensive in influence an event focused criminal could make good use of Game Day to replenish their grip.
In shaper however napping is not very powerful. Eureka! is the most useful but dangerous unless you combine it with Rolodex, Making an Entrance or Spy Camera to ensure you have the card you want on the top of your deck (here is a list of cards of 8 or more, Femme Fatale, Monolith, Rachel Beckman, Security Nexus, The Toolbox and Torch seem most useful for shapers). Game Day works best if you know you're going to run low on grip cards (preferably with a lot of Public Sympathy but I doubt shapers do that often). And of course Power Nap triggers on itself as well, which is occasionally useful, mostly for improving the base economics of this card.