This piece of ICE can seem like no big deal to a first observation.
A code gate with three strength? Any key can open that right? A psi-game to make the runner draw? Giving him options and possible valuable card draw? This ICE can be used as click compression by a savvy runner: an access and two cards? Please! And yes it inflicts two damages but that's no more than what the runner can draw. The damage is negligible.
However, understanding that ICE as something powerful that can stop upfront the career of an unprepared runner is a nonsense. That card is there for the long run, the very long run, and it starts having teeth really early in the game. Let's dive in.
First thing first: this card is insanely powerful in the early game. With a rez cost of 1, a runner might well think the corp is too broke to rez that on thin layer of protection in front of their HQ. Too bad for them Aiki is here, if they want to draw, they have to pay 1 credit, otherwise they will simply lose two cards. Moreover, cards in a runner's grip early in the game are the most valuable. Even if their hand size is not changed by going through Aiki, if they lose one of their icebreaker early, they can then have to lose a lot of time digging for the next one. And did I underlined that Aiki is a Code Gate and those pesky runners thinking hiding behind a mask can protect them will get really bad surprises?
So okay, Aiki can be a setback early but what about later on?
That Ice remains a code gate with strength 3 and 2 subroutines that need to be deactivated. That is one ghost credit and two true ones with a Refractor, 2 credits and one token with a Cerberus "Rex" H2 or 3 credits with a Gordian Blade. Considering this card cost you 1 credit and can be up and running turn one... prices add up and the swing get real really fast. The runner can also use the psi game to draw... but that can be to your advantage: in late game when their hand is full, more draw is not always good for them, so they will bet 0 which can mean: either they don't use the "disadvantage" of this card, or if they run last clic or with only one clic left, you can pay 1, let them draw and have to discard precious cards they won't be using against you.
So Aiki can be quite taxing and be a really good deal for the corp. Now question is, can Aiki get even better?
An obvious synergy Aiki have is with Pālanā Foods: Sustainable Growth: dealing damage and forcing the runner to draw which bring credits. But that is limiting your thinking. Aiki does wonder in front of a Harvester (let them draw 5 cards and discard to their hand size) a Komainu (who cares how many cards they have in hand?) or a Psychic Field. All those cards turn the "disadvantage" of Aiki into a strength.
However, the stronger synergy I have experimented with is with the yet un-released Jinteki: Potential Unleashed. That ICE becomes nuts with that ID. As PU, your goal is not to deplete the hand of the runner, but his deck. Experiencing on jinteki.net it is not rare to destroy and entire deck that include a Levy AR Lab Access in a few turns and Aiki contributes a lot to that. With PU, Aiki let the runner lose 4 cards of his card pool while diminishing his stack by 4 cards. Things can go really fast if the runner uses the psi game to draw too much, and if he is not, that card is still a 1 to rez, 3 strength, 2 subs ICE. What else do you need?