Let's do a thought experiment. What if both players had entirely blank decks? But let's include agendas as normal for the corp, making them 3/2s, because it's easy to see that without any points at all, the corp would deck out and the runner would win. If the game doesn't end by default with the corp running out of cards, who wins when everyone plays without ice, without breakers, without assets, without resources? We can tell that it's basically impossible for the corp to score: they can only install three cards every turn, and the runner can run each of those cards, so if any are agendas, they get stolen. I see this as a foundational insight into how netrunner functions. The runner can win without playing any cards at all; the corp will absolutely lose if they don't play cards. If the runner, at a sufficient level of abstraction, trades one of their cards for one of the corp's cards, the runner will win. The runner wins if nobody gets to play the game.
Unfortunately, lots of people who play runner seem to want to win the game by doing things. You, reader, may think it's your goal as the runner to find agenda points, that you need to go seek them out, discerning where they are and making targeted attacks to acquire them. This is mistaken. Your goal is to prevent the corp from winning the game. That is all. You don't need to find the agendas. Statistics, math, guesswork, reads -- these are cruelties inflicted upon you by corp players desperate to fight the fundamental forces of the universe. The natural state of the runner is that of the prison warden, ensuring that servers are properly inspected, ice kept tidy and in check, and retaliation by the inmate impossible. In a game whose narratives emphasize contests between tyrannical agents and the scrappy individuals who fight against them, runners, in mechanical fact, are the real authoritarians. Why, then, do we steal agendas? It's not for fun. To our disappointment, sometimes the best way to ensure that the corp can't win the game is to end it early. Multi-access is one of two things: a necessary prophylactic, or a charitable execution. Agenda points are the clock runners use to call "Time!" -- they're not what we're after, per se. We do not make runs to find agendas. We make runs to hurt the corporation, to make them squirm and struggle, and our first thought is not "What do I want most?" but rather, always, "What does the corp want least?" Of course, we need to give them reasons to dislike things. No corporation wants to install ice, so we must make them, and no corporation wants to install ice on archives, or heaven forbid rez that ice, so we give them incentive.
Some runners fight nature themselves, and build decks that try to achieve something. They want to steal all the agendas at once, or make the corporation's life miserable in a particular way, by trashing cards or taking credits. These are not errors only insofar as they are practically effective. The prods used on the corporation can be complicated and the methods of imprisonment intricate, such that the runner appears to have some genuine goal -- where you might err is in thinking that this goal is the highest aim, rather than itself a tool. The purest runner card ever printed was Apocalypse, which disguises itself in the goal of three central runs for the runner, but which brings the board back to a state of austerity ideal for the termination of gameplay that is the true end of running. Let noone have any cards. Let noone play anything. The ambition is to always be running.