It's definitely a cool idea, but I think there are two main problems in making it work as is:
1) It doesn't really come close to rolling until around turn 8 (in my trainer trials)
2) It needs to generate a TON of military AND cyberaffinity (this is much more difficult than covert and cyber, for example to get)
Some things that may help:
With the base distribution split between FUS and CORP, corporate regional offices and the utopia command post are likely going to sit in your hand for a while. Corporate regional offices has the advantage since it can be used on top of build site, but you generally don't want to do that. Consequently these cards could stay in your hand until turn 5 when you played a common base from build site. I didn't like the feel of that.
The CERT is topdeck, but he doesn't have the cyberaffinity to run focus, which I assume is the "focus" of your deck

He won't get a cyberaffinity bonus from the cyberrig either. What does he do? The extra card slot he is taking from your opening draw isn't worth it in my opinion.
I think you should remove the dreadnaught and craven. They cost a ton of military and its military you need to run focus, attack and deploy cards. Worse than that, one is not FUS and they don't benefit from cyberrig. Meaning that these cards early on actually delay your win condition. With the military savings, you would be better served with 4 texas wartechs. Focus could end up being an important part of defending your base! You don't want that not being an option. Wartech will give a nice bonus right off the bat. Wartechs and cyberrig is really nice. Aside from armor, will do more damage than either of these.
AP mine and turret won't help much either since one is UN and neither will benefit from cyberrig.
Surgical Team wont benefit from cyberrig since they're UN.
Combined, this makes the deck quite slow to bring out. I would suggest some of the following changes.
Here's how I might rework your deck a little bit:
Remove CERT, (think strongly about texas wartech to improve your win condition)
Remove Dreadnaught (maybe fill in with military surplus)
Remove Craven Armored Battalion (maybe fill in with military surplus or add texas wartechs)
Remove AP turret, replace with silver star ranger
Remove Mobile Surgical Team (maybe use charles doremann, itll spread out the resource requirements a bit and he can benefit from cyberrig)
Of course american union citizen is also cute as he draws a card and is FUS.
I seemed to have decently improved some of the base issues by using the following bases:
2 Build Site
4 NSA Franchise
4 Alliance Encampment
2 Utopia Command Post
2 Wartech Training Grounds
1 E-Mart
Its possible that you don't even need the utopia command posts and can throw in a cheap asset or more common bases(american union citizen perhaps).