This, in my opinion, is the strongest of the space ice, and probably the most interesting code gate in the game. It's not quite as straight-up taxing as Tollbooth, although it's close (one less when encountered with the standard Shaper decoders, 3 less with D4V1D). However, in place of your boring etr subroutine, you have the most magnificent subroutine on a piece of ice in the game: the ability to resolve ANY other subroutine. "It's cool in theory," you say "but, really, you will end the run 95% of the time." FINE! End the run, if that's the strongest play. But, what if you have a destroyer rezzed? Or AP ice? Or Architect? Or NEXT Gold?! The ability to choose what happens from so many things, on a strong piece of ICE that is likely to hit, while still being able to end the run, is just great. This is auto-include for 1 or 2 in every Weyland deck, IMO. It shines, like all of the space ICE, in Blue Sun because of the OAI synergy, but the advance ability also makes it viable for less economically powerful IDs, and other factions (though a piece of ICE sitting with 3 advancement counters on it is a bit of a giveaway).
Wormhole has one major drawback: You need other non-wormhole ICE rezzed or it does absolutely nothing, so it's not that strong early game as a first-rez. But no 9 rez ICE is going to be ideal for your first piece on a central server.
this can trigger a worthless infinite loop. just trigger another wormhole.
— Fluffy1