What does Fast Advance hate the most? Late game. They want to get seven points on the table before the runner has built enough money and installed breakers to break their taxing but porous ICE such as Eli 1.0, Architect and Wraparound. By the time we get to a late game scenario, the runner will usually have either Medium, R&D Interface or Legwork HQ over and over again to steal 2 agendas. Haarpsichord Studios gives you a small "panic button" where in that late game, if they steal something, they won't run again, and probably won't realize that you've been holding two Project Beales and a AstroScript Pilot Program just waiting for that draw of Biotic Labor. Noise looking through your Archives? He's going to take three full turns to steal each agenda for the win, giving you ample time to get Jackson Howard out of R&D and shuffle them back in. And we've all had that one game where the first two turns have been "Run R&D. Oooh, agenda! Run it again! Oooh, another one! Run it again! That's game!". And Old Hollywood is giving it a few nice tools with the new NAPD Contract replacement Explode-a-palooza to gain 5 credits without them stealing a thing.
But the biggest interesting move with this ID comes in the endgame. Install two 3/2 agendas when you have 5 points and they have 4 or less. Even if they steal one Beale/Astroscript, they can't steal the other, giving you next turn to just advance the Agenda that wasn't stolen for the win. Even worse, combine it with Award Bait to save money on the winning agenda, or even traps like the traditional Snare! or Cerebral Overwriter with Trick of Light to force them to reconsider running on any cards that you install unprotected during the game, creating an NBN shell game deck.
This will most likely not see traditional "tag-n'-bag" play, although it may be beneficial in a Midseason Replacements situation where the runner must win the game the turn they steal 1 agenda. Put down two Project Beales, have one stolen, Midseasons, Psychographics for 13 counters on Project Beale to win or Scorched Earth or Traffic Accident twice.
Overall, this Identity has the potential to not only save your game when things go bad, but give you the combos where the runner has just lost the game: they just don't know it yet. If you're not planning on running as many assets as you can with Near-Earth Hub: Broadcast Center or don't have tracing ice for NBN: Making News, this ID is for you.