The more and more I play with Intel Report, the more I love it. Combined with the Crystallizer of Dreams it can mean basically 3 clues guaranteed in two actions (or 2 clues in 3 actions with movement if you're playing solo, which is solid pacing in solo). The testless nature of the card means you can pretty much always snipe a clue from a high shroud or high risk location. You could even combine this testless clue grab with Narrow Escape if you're engaged with an enemy, then follow that up with an evade on said enemy, and with the Crystallizer that lets you evade at +4, and then investigate at +2. Good stuff.
Fun Crystallizer interactions aside, Intel Report is a staple in my eyes. Even for Finn Edwards it is at worst a drawless Perception, and at best it's a way to compress clues from tough locations, or a way to keep up the tempo when Lockpicks just fails (it happens). Sefina paints more of them, Jenny, Preston, and Tony pay for it very easily, and even the relatively strapped "Skids" O'Toole can use it if he's built for enough cash. Off-class Rogues can even use it to great effect. Wendy Adams can replay it with her amulet, and Leo Anderson might want it too if he's trying to flex, especially with Alice Luxley.
The two locations away from you clause is not the real bright side of the card, I must admit. It is added flexibility but rarely is it worth paying 2 resources to save a move action or even two move actions (often you need to uncover locations by moving into them in the first place). It'll be more useful in multiplayer, surely, where other people can help uncover the map. There are certainly other edge cases for it, but I still have never personally used that function of the card. 4 resources for 2 clues is already a good enough deal in my eyes to play this card. Even in solo where it's usually only able to buy 1 clue for 2 resources due to the nature of solo, it's still worth it because that clue is testless. It's perfect insurance for when you can't afford to fail or when failure is likely.