After doing some deck building and testing with the new expansion, I think it's a strong addition to the game - but then, the first expansion usually is! But I had some quick thoughts on how it may impact the metagame.
Corporation: Overall, I think the expansion really boosts the Corporation player. One of the issues with the Core Set was that the Corp player was fairly tightly constrained in deck building due to difficulty balancing the mix of cards (agendas, ice, etc.) with the agenda requirements and faction limitations. The expansion really starts to open things up for Corp by adding new options for agendas in particular.
Agendas: Some of the new agendas may have some real utility, but the main advantage of the having new agendas is that the Corp player can now actually start making some choices on the mix of agendas in the deck. That's a big change from the Core Set, where the only viable approach was to put all the neutral and faction agendas into the deck, due to the restriction against out-of-faction agendas and the minimum AP requirement, which left very little room for adjustment.
The biggest benefit probably goes to NBN and Weyland, as they now have agendas at a good range of price points available, and therefore can significantly alter the number of agenda cards in the deck. All the Corp factions benefit, though, by having more faction-specific agendas available, which will let them drop agendas that don't synchronize with the rest of the deck.
Ice: As with the agendas, I think the main impact of the new ice will simply be to give the Corp player more options on structuring the overall deck. More neutral and on-faction ice at different price points and of different types will help the Corp player build either a faster or a stronger deck, rather than having to dig into other faction ice at a sometimes steep influence cost to do the same.
Draco: The ice included tends to be more-of-the-same for each of the factions, although I think Draco bears a special mention. While it's weak relative to other ice, it's super-cheap and neutral, and as such will really help support quick-and-dirty Corp decks, and is certainly useful for bluffing. It's particularly useful for a Corp player who is able to maintain a significant economic advantage over a Runner with weak link strength, as it forces the Runner to spend credits on either breaking it or fending off a trace attempt. The flexible cost is really nice, even if in most cases it doesn't make sense to spend much more than a couple credits rezzing it, as it means you are guaranteed to get it up. And really nice for NBN with their free trace credits.
Runner: I don't see as much advantage for the Runner from this expansion. None of the cards really open up new Runner strategies - they do tend to provide a bit more flexibility in choice of cards for existing strategies, but not much beyond that.
Whizzard: I'm a little cool on Whizzard, but he may not be that bad. Noise is great, but it's conceivable that an Anarch may want to put together a deck that is something other than a Virus deck, and if so, Whizzard's not a bad choice. The main advantage is being able to hammer the Corp economy, primarily by clearing out pesky PAD Campaigns and Adonis Campaigns, and by trashing expensive upgrades like SanSan City Grid. For an Anarch who intends to focus on remote servers instead of the Archives, it's a decent choice, but not quite game-changing.
ZU.13 Key Master: The included ice will help each faction fill out a full set of icebreakers without having to resort to out-of-faction cards or Ye Olde Crypsis, which is nice. But the real star of the new icebreakers is certainly the dog. The 0 MU requirement is just really good, particularly for Naturals who really want to work a Magnum Opus into the mix, and who often have the link strength to host ZU.13. Yes, in the long run the Gordian Blade may be better, but slot efficiency is really good for structuring the Runner's rig, and I think this is the obvious choice for now.
Plascrete Carapace: This is the one card that I think changes the game for the Runner, and I'm a bit surprised that it seems to have received only a lukewarm response. One big issue that Runners now need to consider is that, particularly with Project Atlas available, Weyland can easily fish out two Scorched Earths and finish off the Runner with a double-barrel shotgun blast the second the Runner gets tagged. That's incredibly dangerous. Carapace is the perfect answer and should help the Runner survive even a worst-case scenario. I think tag-and-bag strategies are still very viable, but this card should help the Posted Bounty-Scorched Earth-Scorched Earth nightmare from becoming a common occurrence.
What's Missing? Two things this expansion seems to be short on: cool operations that open up new tactics, and new sources of income. Neither is particularly critical, as the Core Set has a fair number of both. I think that's fine, as what the expansion really needed was to fill out options on agendas, ice, and icebreakers, but I'd like to see some more attention to operations and economics in upcoming expansions.