I have only played what was formerly known as XP, but I found a thread on Paranoia-Live which goes into more detail. Once again, only the original post, by The Bad Kind of Puppy, is useful, so I will quote the most relevant parts here:
The upshot of everybody being clearance ultraviolet is that the game can be run without a GM. Optional rules in the back provide a variant of the game in which each player devises crises for their opponents to deal with, and then must confound the efforts of their fellow players while simultaneously dealing with the crises provided by their peers. I suspect that the GM-less rules variant plays rather differently in terms of atmosphere, as the game becomes much more of a resource management game without a GM to make the lives of the players a living hell. Still, it's a welcome and logical inclusion.
On the subject of resource management, the authors want to make it absolutely clear that the game shouldn't FEEL like a resource management game, and that it is largely up to the GM to prevent the players from feeling too comfortable with the Access system.
-You don't go on missions with your team of Reds, you SEND teams of Reds on missions.
-You don't belong to a secret society; you play the secret societies against each other, and to a certain extent, aim the secret societies at problems you'd like to solve like well placed, highly unreliable carpet bombs.
-You have as many clones as you want, and death becomes a drain on resources and stats rather than a permanent imposition.
-Your mutant powers are EPIC. As long as you have power, you can solve any tactical problem like Batman, create duplicate bodies like Multiple Man, regenerate from injuries like Wolverine, or turn into a giant monster like the Hulk. Of course, since most of the game takes place in a locked subterranean control room in clear sight of the other players, the way you exercise your power becomes more nuanced.
-You can PROGRAM the Computer. To do ANYTHING. (This is somewhat mitigated by the fact that every player can program the Computer to do anything, and turnabout is fair play.)
Upon first glance, I thought, "okay, if the players are the rulers of society, what can I throw against them that is even remotely challenging?"
Enter the "What UVs Worry About" section. [...] There is so much you can do to utterly terrify your players with High Programmers that you just can't pull off in XP. In simple terms, if your players are constantly in fear of getting terminated for failing to file a report to change a lightbulb in triplicate, they are less inclined to worry about the possibility of the Caucasus Complex. If your players have to answer to their own secret society, they will be less inclined to worry about the existence of the Illuminati, which operates independently of High Programmer influence, if they even exist.
In summary, the whole game of High Programmers can be summarized by the phrase "the more power you have, the more worried you have to be about losing your power."
I hope that this is a satisfactory answer. Perhaps when Gorelab comes back, he could provide an answer based upon experience?