Super simple, but maybe not clear, so let me unpack. In many games, narration is close to the surface, with the expectation that things will be *revealed* in play. In Blades, this is backwards.
In Blades, you would describe the door as a Wilson and Finch 9 tumbler lock with an etheric snap back mechanism which has three keys, one held by the mark, one by his chief of security and one in the W&F offices.
Because in Blades the question is almost never *can* they crew do a thing, but *how* will they do it (and *what* happens as a result)
You can run things straight, and if all you ever do is use the flashback mechanic to save trouble on inventory management, it will work fine.
But if you narrate richly, then you give the flashbacks *fuel*, and you will be rewarded.
As a player, the fact that you don't need to *plan* a job makes everything WAY faster and easier. But as a GM, you still need to come up with an interesting job, and there are some curious challenges to that.