I found the biggest problem for me with Jinteki was that the opponent had no need to run at my cards until I put counters on them. I decided to try and change that:
Ice (21):
The weakest part of the deck. If these were stronger I could see playing cell portal, but a lot of the time the opponents 2nd pass through isn't going to cost enough. Cell portal is also pretty terrible when you draw it late.
3 Ice Wall (3 Influence) -> One of the most effective early ice.
3 Wall of Static -> Worst Ice in the deck
3 Enigma -> Limited value here with no Biotech ice
3 Neural Katana -> Very few sentry options here, this one works well for the deck.
3 Wall of Thorns -> Unexciting
3 Chum -> Very cost efficient ice, particularly in combination with tricky stuff.
3 Data Mine -> Largely for combo with chum. Very underwhelming otherwise.
Revenue Generation (6):
3 Hedge Fund
3 Adonis Campaign (6 Influence)-> Sometimes worth guarding with a cheap ice, or setting up in a main remote server early to be replaced by an agenda later.
Agendas (9):
3 Nisei MK II (One of the best in the game)
3 Private Security Force (awful but no other option)
3 Priority Requisition (no other option)
Upgrades (4):
2 Sansan city grid -> Force your opponent to run at a snare since you can complete Nisei and Sec Force from 0 to done in one turn.
2 Akitaro Watanabe -> Might replace these to get more ice, but this is somewhat cost efficient and can represent SCG.
Deck Manipulation (3):
3 Precognition -> One of the best cards in the game, lets you do a lot to time agendas, traps, and tricks.
Ambushes (6):
3 Snare!
3 Project Junebug
Thoughts? Ideally I'd like a way to be able to complete agenda's in 1 turn to force an opponent to run at my deck, but I think this version can at least force an opponent to run at a snare if you have 3 credits up and an upgrade in server.