So, lets list all the effects of this corporation and try find a value for it:
1) It has an on-going Head Start effect that triggers once per generation if we are not first player. We won't be first player in about 1/N of the total number of generations played, where N is the player count.
The Head Start promo prelude comes with 2 steel and 2 MC per card in hand, including any cards that you've drawn from your first prelude so figuring out how much the 2 early actions are worth is not that easy. Plus, how often you get to use it depends heavily on the number of players. If we assume 4 players, 8 generations played, and 7 cards kept (to subtract the additional Head Start effects) plus the fact that many people claim a prelude is worth 21 MC, we arrive at 6 uses at 3 MC (21 - 7x2 - 4 for the steel) value each for a total of 18 MC.
2) It has a blue card action that you can use once per turn saying “play one additional action".
If it were a blue card action that you can use once per generation like normal blue card actions, it could be assigned a 5 MC value. But this is ongoing, so I'd simply double that for 10 MC total value.
3) It has a blue card action that you can use once per turn saying “do nothing" unless all other players have passed.
If it were just once per generation, it'd be almost like using Tardigrades minus the occasional point it generates and the microbe resource that can have other benefits. What I do not like about it, though, is that towards the end of the game in particular, you can just sit out the entire generation, wait until everyone has passed and then have free reign over what you do. In 2-player you could do major damage this way as you outstall your opponent by definition. I strongly recommend making this a once-per-generation effect at most. And then I'd value it as being 0-1 MC of value.
Assuming corporations are priced at around 65 MC of starting money (take Teractor with its Earth office effect as an example yielding a 64 MC equivalent of starting money), minus 28 for effects 1) & 2) mentioned, I'd arrive at about 37 MC of cash. Allowing 3) to be ongoing should reduce this way down but then it may become unplayable. If you agree to once per generation, I'd say 36 MC of starting money should be fine.