I've broached this topic many times in the past, and I recognize I am swimming against the current with it, but reading that room description served as a reminder of how this severe mix-corporate divide has not always existed.
Open class warfare has become a major plot focus of the game over the past year especially, and while it may serve to drive player conflicts in the literal sense of creating more combat, I think it's worth discussing (again) what is lost in terms of a fractured playerbase and limits on interesting (and public) long-form roleplay that come from how this divide works right now.
As it stands, corporate characters are attacked on sight when found in the Mix, and mixers can expect hostility or expulsion when entering (now) 'corporate-only' spaces. The push for this state I think is based on wanting to drive more player conflict, but I feel like it has gone too far to the point where public roleplay has been abandoned for 'attack X', and all class nuance has become totally black and white.
The long-standing answer to questioning splitting the already-small playerbase has often been 'mixer-corporate relations still happen, just behind the scenes', and I agree this does happen, but I would argue it's not especially beneficial to the game, and is a lesser form of roleplay that just is not as enjoyable or complex.
Public long-form roleplay is the thing which best showcases Sindome's strength in terms of storytelling. Reducing complex class roleplay to vatting whoever is on the "opposing team's" turf I think is a step in the wrong direction. Pushing for interesting player roleplay to be hidden from the playerbase at large I think is a step in the wrong direction.
I would say that Sindome already has an issue where experienced players involved in interesting plot already have too many reasons to keep what is happening a secret from the larger public, or even from everyone. There is already an issue, I think, with 'combat' being the de facto form of 'conflict' rather than roleplay. I think the 'team deathmatch' class conflict only exacerbates these issues.
I think it would be much more interesting to see corporate characters slumming with mixers in clubs, generating conflict between them naturally, or for service mixers to work more closely with corporations but face issues of discrimination and have social conflict arise from that. I think for class tensions to arise naturally these classes have to actually interact with one another in complex and public ways.
Obviously these kinds of social interactions are basically impossible in the current climate, but I would suggest that at some point in the future it may be worth considering mixing character classes a bit more liberally and publicly, and see if conflict and plots cannot be teased from that melange, because I think it would be beneficial in a public roleplay sense and would also give more players exposure to a wider variety of roleplaying styles and ability.