I picked this up the other day, as I take an interest in novel game designs and the previews were intriguing. My initial thoughts on it follow; bear in mind that I've only played solo games to this point and (obviously) only cards from the Core Set, and with only a little bit of customization, so take it for what it's worth.
Asymmetric Play: I think the asymmetric play is really interesting, even game-defining. While a part of me wonders if that could have been done in a way that allowed players more flexibility rather than simply picking one of two roles and going with it, it's still a welcome development, in that it strongly encourages very different styles of play and very different strategies.
Bluffing: The bluffing inherent in the running mechanic is really great - even in solo play I could certainly see its potential. This is one of the first CCGs/LCGs where bluffing plays such a central role. As with traditional card games that feature bluffing, it adds a very human element to the game, while at the same time still giving big benefits to players with a deep understanding of the card pool and the game mechanics.
Bidding: I'm a bit surprised this hasn't been discussed in more depth yet, but this game definitely has a very strong bidding aspect to it, also as part of the running mechanic. The question of how much the Corp player is willing to pay in protecting his servers, and in how much the Runner is willing to pay in taking a run at them, is effectively a bidding process; but there is also direct bidding in the Trace mechanic, as well as built into some of the individual Ice and Icebreaker cards. As with bluffing, I see this as a strong feature of the game, bringing over a solid and interesting mechanic from the traditional board game realm.
Income/Economics: All CCGs/LCGs have some sort of economic model - at a minimum, cards are a resource, but most also have one or more additional resource types (mana, money, etc.), and that certainly is the case here with both Clicks and Credits. One critical issue with the game, however, is that the supply of Credits is highly variable. While both sides get a steady supply of Clicks, and can generally trade one Click for one Credit, a few cards can very rapidly accelerate income - most notably, Hedge Fund and Sure Gamble. Even if the draw cost of the card (one Click) is taken into account, they're basically three free Credits for one Click, which is much faster income than the default. Given the very high importance of cash on hand - see below - the income acceleration cards seem to be very powerful to me; drawing a lot of them will be hugely beneficial, and drawing very few of them will create a very difficult situation for the player.
Ice/Icebreaker: Like the Ice/Icebreaker concept overall - it is, again, something of a bidding war, but where deploying the right types of cards can shift the economics of the bidding in a player's favor. The problem with the Ice, as it currently stands, is that too much of it is really expensive. Given that the Corp player is looking at protecting - at a minimum - three servers (HQ, R&D, and a Remote for Agendas), it's hard to see when a cost "8" can be deployed to good effect - particularly when the Runner has Inside Job handy.
Overall, Ice seems very expensive, so much so that I think that only the most affordable Ice - generally, anything with a cost of "4" or less - will see regular play. (This should hardly be surprising, as competitive CCG/LCG play has, over the long term, migrated away from resource intensive cards and toward relatively low resource cards.) And as mentioned above, if the Corp player does not get good income acceleration, well, he can get the Ice out but it won't do him any good. The situation is not as critical with the Runner, as the Runner has a variety of Icebreakers available - some very cost-efficient - and only needs one good Icebreaker for a run, as he or she is always on the offensive.
Luck: Luck is always a factor in any card game, that is a given. But in this game, luck plays a very strong role in the first few turns of the game for the Corp player in particular. Drawing a hand full of Events and Agendas is a disaster, while drawing a hand full of income cards and cheap Ice is the basis for a very early Corp lead. The first turn is particularly important - more so than any CCG/LCG I have played so far. It's just extremely important for the Corp player to get two Ice down, on HQ and R&D, or Bad Things Happen. Like, for instance, the Runner having Account Siphon in hand, which against an unprotected HQ on the first turn would be a total disaster for the Corp player.
Deck Building: This is admittedly a topic for much more discussion. But the nature of the situation for the two players is, not surprisingly, very different. The Runner can use typical deck building principles: an appropriate mix of Icebreakers, Hardware, Resources, and Events, looking for strong synergies between cards, and effective counters for what the Corp might try to do. Interestingly, there are stronger incentives for the Runner to diversify his deck than for most deckbuilding games, as a wide diversity of Icebreakers puts a lot of tools in the Runner's toolbox (hence the limit on out-of-faction cards, of course).
The situation is radically different for the Corp, as I see it. Given the critical nature of having Ice readily available - and not just any Ice, but something that can be rez'ed on the first turn - there will be very strong incentives to stack the deck with cheap but effective (anything with "End the Run") Ice to avoid the dangerous situation of having a hand full of useless cards on the first turn. At the same time, income generators will be critically important as well. At this point, I think the clearly dominant strategy for Corp players will be lots of cheap Ice, lots of income generation, the bare minimum of Agendas, and very few other cards (e.g., maybe one copy of Scorched Earth, just to put the fear into the Runner). Given the critical situation of the Corp in the first few turns, I think any other strategy that tries to get clever, with Events or expensive Ice or a Trace-heavy approach, is going to be extremely vulnerable to aggressive Runners with efficient Icebreakers that start running on the first turn.
Long Term: I'll be interested to see how this game develops out in the longer term. Right now, I think there is a slight advantage to the Runner, just because the Runner already has a solid variety of cards available that are relatively useful and more or less cost-efficient; while the Corp decks are currently weighed down with lots of useless high-cost Ice (Heimdall 1.0, looking right at you) and unreliable income generation. Over the long term, I think the balance will shift in the Corp's favor, as more low-cost high-efficiency Ice becomes available, but also as more income generation cards become available. Unfortunately, I don't yet see a way for more variety to make its way into Corp play just yet; as soon as more cards become available, I think the cheap-Ice-and-lots-of-income approach will be too effective and too safe for sensible Corp players to consider anything else.