As the two "draw, resolve, then immediately discard" weaknesses in the Core, Amnesia and Paranoia are obviously meant to be parallels. Their effects mirror each other, one discarding all but 1 card from your hand, the other discarding all your resources. However, this mirroring obscures the truth, that being that Amnesia is a far greater threat than Paranoia. Why? Because cards are, to quote a trend from 2020/2021, NFTs.
No 3 non-Myriad cards are the same; .45 Automatic is slightly different from .32 Colt, Dr. Milan Christopher provides resources where Whitton Greene provides cards, and Amnesia attacks the cards in your hand while Paranoia attacks the resources in your pool. What this means is that, technically, cards in your hand are non-fungible tokens, or NFTs, items that are not mutually exchangeable with each other. If you want Glory, a substitute won't work: you need Glory itself. Of course, cards can have similar effects and thus occasionally stand in for each other, like a deck running Enchanted Blade and Machete to provide a Melee weapon, but this only pushes my argument back, not defeats it; if the cards themselves are not, strictly speaking, NFTs, then the functions they fulfill are: if you want a Weapon, you need a proper Weapon, not something like Magnifying Glass.
Resources, by contrast, are fully fungible tokens; one resource is no better than any other. You don't need a Weapon resource to pay for Weapons or a Tool resource to pay for Tools; resources are resources are resources.
Therefore, while Paranoia clears your board of fungible tokens, Amnesia (almost) clears your hand of NFTs, something much more devastating. Losing 5 fungible tokens is bad, but possible to quickly recover from; the resources you generate in the following upkeep phases are functionally no different than the ones you just lost. With NFTs, though, if you lose them, you lose not just the tokens but the function they fulfill. You're not just discarding 4 cards, you're discarding a Weapon, a Tool, and 4 total skill icons, and if you want to recover those functions you need to find other cards that fulfill them; you can't just generate any random card during upkeep, you need it to be a card that does a specific (sometimes very specific) thing. And if one of the cards you discarded was a one-of, intended as tech against a certain scenario card, that can be very difficult.
I understand what Amnesia is trying to do, help slow players' card draw down. However, I believe that, as is, Amnesia is far too punishing and variable (the draw-heavy might never end up with this as their weakness while the poor gets it every single time) for it to be considered as fulfilling its purpose.