I'm absolutely shocked the top comment on this is saying it's a bad card. Skilled Investigator already existed when this was made.
If you're playing One Way or Another, you're playing Skilled Investigator. Unless there's another side scheme you thwarted the turn you play this, it really does net you +3 cards, which is good value for a scheme in solo that's 2-4 threat. In 2-player, you bring a second copy of Skilled Investigator for the other player. Now you're looking at 4-6 threat, but +4 cards. I would say that's still a good tradeoff for Justice which is incredibly efficient at thwarting.
It's only when you go up to 3-player that this becomes more questionable. Now you're looking at up to 9 threat in exchange for 5 cards between everyone. I think it's still worth it, but only barely. I also feel that this is less necessary since the villain will naturally play side schemes in 3-player and you can trigger the Skilled Investigator without it. But it's still not too bad at that level.
My verdict would be that this is great solo, and decent in 2-player. I'd really only use this in 3-player if one of the players was Leadership and using Mission Leader. Because if there's no other side schemes, Mission Leader is in play and everyone has a Skilled Investigator, that ends up being +8 cards for up to 9ish threat.
This also synergizes with cards that attach to side schemes like Followed and Chance Encounter.
A newer card that benefits from this is Stealth Training which lets you stun the enemy when you exactly defeat a side scheme. That one is where I might say this pays off the most.
In solo, when set up, you find a side scheme, draw 3 cards. Complete the side scheme, draw another card, and then stun the villain. You can lock the villain down with incredible efficiency with very little resources lost.