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A medical license is a bit better since it can be carried with you. If you can turn up any non-warehouse housing you can make some money there (and maybe even generate some obscurity if you do it with three subtlty!). Counterfitting operations have also been good in my experience.
It also might help to know that you can Relinquish property you own just before starting the trip to the next city. You'll sell it and get your money back.
Obscurity is *one* of the victory conditions, but there are others. It might also help to know that, while it takes considerable work to set up, it is possible to generate 9 obscurity at once if you can get your hands on the right cards (and you only need 7 to win an obscurity victory). So it is possible to wander around the map being obvious as hell and then, when you're ready, just vanish.
It seems like this mode has more to do with rolling with the punches on RNG whereas the main game is about biding your time and managing resources prudently.
In regards to the Traces: Once you get past the intial "selling years directly" bit (otherwise known as the "get the money and run before you're mugged/murdered"), traces will really only be generated by Recon (30% chance each time. Brutal but manageable) and Operations performed without Subtlety. I typically try to accrue a couple of Discreet Offices (or, if I feel I need to be really safe, Warehouses) as they're cheap, and can be used to destroy a Trace using only 1 Connection (and thus only 1 Stolen Year). There's about 30ish cities in Exile, and unless you're planning on visiting them all you can spend a Years wantonly to get yourself secure. Also, if you're lucky enough to be in a city that you can draw Night from the Recon deck, hold it in your Employ verb. The timer won't tick down as long as it's in there, and you can use it in place of a Connection to destroy a Trace. Using them in turn with property means you can, in these rare instances, destroy a Trace without spending a single Year.
Honestly, you really won't ever need more than 20-30 Cash. As long as you sell property before you leave (which earns you the entire price of it back), you'll be good. Once you're done with a city, use up whatever Connections remain to make a few bucks to regain whatever you spent on Assests with Influences, and you're golden.
Remember the teachings of the Edge Hours: cunning, and thus wit, is one of the three roots of Victory.