by slacks
-3 Wall of ThornsI think you have too many big pieces of ICE. I usually run around 7 pieces of big ICE in a deck to give me a good chance of drawing 1 by turn 5. With Precog you could drop that number down to 5 big pieces and that is pretty much covered by Tollbooth and Heimdall 1.0 (Ichi 1.0 helps too). The firs big ICE you draw is for protecting your remote server. I'd go for dropping Wall of Thorns which is inefficient and not particularly hard to break through.
+3 Wall of ICE
I think you need some more early game ICE. I usually run as much cheap end the run ICE as possible to give me a good chance at getting 2 draws within the first couple turns to protect R&D and HQ. IMO Chum also works because the runner will often jack out if they hit Chum that early. Wall of ICE is one of the best solutions for this because it is very cheap and ends the run (not that there is much choice at the moment).
-2 Victor 1.0
Victor 1.0 is not very good because it is easy to break late game and doesn't stop the runner early game.
+2 Biotic Labor
Biotic Labor is for advancing agendas quickly when you have a lot of credits available. You can use Biotic Labor to install and score an Accelerated Beta test without the runner getting a chance at it (for instance).
Hunter is an odd choice here because you have no punishment for tags other than trashing resources. Hunter is the most cost effective ICE in the game if the runner is afraid of tags, but it isn't very good if he isn't. I would keep it in because there is usually a key resource that the runner wants to protect, but I would pay attention to how effective it is in your play group.