Lockpick 1.0 was already balanced with Parasite. Lockpick 1.0 gave you expedience by being able to hack things now and be reactive to your surroundings while Parasite couldn't but stood to save you PWR costs with careful planning. Now Parasite is too hampered. Not worth considering. Rapier is terrible because it's attempting to do exactly what Lockpick 1.0 does but lacks it's flexibility. Considering the nature of the game, it's far too easy to end up in a situation in which the alarm increases by 2 meaning you very well might not even have those first 5 turns to get any extra utility out of this program. Sure the possibility exists in which you chain random events to lower the alarm level, but even then, odds are you're chaining it back down to Alarm level 1, not 0, meaning it's still no better than Lockpick 1.0 and that's it's best case scenario: you're equivalent to Lockpick 1.0. I can't foresee a single situation in which I'd prefer Emergency Drip over the other two PWR generation programs. Power Drip already kind of hampered end game play because it couldn't generate enough PWR to fuel all the hacking needs in Heavily Guarded missions and up without some serious support. Emergency Drip? There's nothing to support. You're basically saying, "I'm going to max out my Agent's hacking skill first and use Portable Servers, and that's how I'm getting all my PWR." You'd be better off with an empty slot or another hacking starter program -- at least they have the potential to possibly do something worthwhile. Maybe I'm thinking too 1-dimensional. Maybe the intent of Emergency Drip is to be used in tandem with another PWR generation program, but then how could that be the case? Any other PWR generation program just means you either have less opportunities for Emergency Drip to kick in or when it does kick in to push it out of Emergency Drip range meaning it does even less. The program just doesn't do anything. I don't know, maybe Emergency Drip and Rapier is supposed to be like the "Wes" of Invisible, Inc.? As for the new Chief Executive Suite, I think it suffers from the same problem as Executive Terminals do: I'd rather go to any other mission type. I mean I wanted to enjoy it, but the rewards for a successful mission is the possibility of getting greater rewards in a vault mission. Fair enough I thought, so I went to a vault and used the card key thing mind-probing the chief executive gave me to see what was further deeper inside the vault. About 500 to 700 extra credits. That's not worth it. I was expecting something amazing behind that vault. Granted, it was a very guarded mission, maybe the rewards skyrocket when it's an extremely guarded mission, but if not, why bother? I mean I'm open to the idea for mission types that give you a puzzle piece that leads to another piece which eventually gives you a completed puzzle, but I want to have that puzzle give me something awesome. Otherwise, I'll just not go through the extra hassle and just get slightly less for a lot less work. It's also kicks me out of the immersion of the game. The CEO's priceless antique art exhibit is practically out in the buff asking to be taken, but his lunch money?! Oh noes! We need to put that in a nigh-impenetrable vault that probably cost 10 times to construct compared to the amount that was actually stored in there! I mean come on. Come on. I wish the Executive Terminals either had cool stuff there or unlocked cool missions. I wish the Chief Executive Suite unlocked cool rewards. Neither really do.