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So, really, the only way in is to get the keycard.
Every single encounter/room, and I mean everyone has 2 or 3 ways in. Anytime you're stuck going one route just look around a little longer. I can't tell you how many times I thought I was clever fiinding a way in only to get into the room and find a vent hidden behind a box (suggest getting PEPS upgrade that can blast the heavier crates out of way or the arm strength upgrade so you can move them from in front of vents, dozens across the game) or I'd find some high ledge I could have dropped in on.
And yes it is possibel to dash across that electricity and turn right and dive into vent real quick. I died once finding entrance, then just spammed painkillers twice while sprinting. That's the main thing I love about this game and think they did really well. Everything is approachable from multiple different ways and playstyles. Everything.
You don't turn right to get to the other vent inside with the hatch that opens though. You just run straight down that narrow little room after turning left. The only real hard part of getting in it fast enough is that it's at ground level, so you have to crouch before getting into it.
I do agree though that routes are plentiful in general, and well thought out. I often find myself discovering better ways into a place I could have used after exploring an area I've already done a mission in, but I doubt I could remember them all in a subsequent play through.
The only clumsy thing game design wise I'd have to say is day/night scripting is weird. After doing the Rucker mission, it's been stuck on night time ever since, so I couldn't talk to most merchants. Then I found it was only green laptop merchants, underground ones, that buy stuff, and those are much more sparse. Getting to them often takes me way out of my way, so I end up dumping stuff sometimes. It wouldn't be as bad if that train ride cutscene didn't take so long, due to the next district loading so slowly.