This card seems pretty amazing, a +2 to evade in most characters who want to be evading enemies in the first place nearly guarantees success, and preventing the enemy from readying next upkeep seems like it would be really helpful for evasion, which is one of the most tempo positive but value negative basic actions in the game. However, this rubs up against the classic problem of middling cards in Arkham: the effect is nice, but not so transformative that it shakes up what your doing, and it is a nonbo with cards that do shake up what your doing, which means that it isn't exactly worth the deckslot despite having essentially no problems in a vacuum.
Specifically, a big problem with disguise in most characters who can take it is that rogues have other far stronger ways to counter the long term value problems evasion has, either via cards like Pickpocketing and Both of the Lucky Cig Cases to turn evasion into a value machine worth doing to the point you actively will keep enemies about to do it over and over, or cards like Dirty Fighting and .25 automatic to turn it into a very efficient kill tool. Or, even better, doing both.
Compared to drawing a bunch of cards and getting cash, or just nuking the enemy for 4 damage at a combat value of +4 for 1 action, exhausting the enemy an extra turn is... nice, but not exactly something you want to do in most cases. VS non-hunters usually an evaded enemy becomes irrelevant, and while exhausting a hunter for an extra turn is good, you need to use disguise at least twice with relevant exhausts and a relevant action you otherwise would like to take to see value for the action cost of playing it alone, forget about the 3 resources and a card, or the greater costs if you are using evade based econ which push the theoretical cost of this card very high indeed.
Usually, if your doing that many relevant evades, things are going so poorly disguise is probably not helping you that much. For the same reason, the tempo advantages of a longer exhaust are a bit questionable. While the exhaust lets you take heat off your primary combatant for longer by allowing you to evade more enemies if the board starts getting flooded (Ex: Using 2 actions to evade 4 enemies a turn instead of the 2 you normally could), if your combat potential is falling so far behind that you need to constantly exhaust enemies in a desperate bid to stay above water... it probably behooves you to just add more cards into your deck, such as good kill events or the aforementioned Dirty fighting alongside a .25 automatic and mauser, to ensure you don't get into that boardstate which is so poor that disguise, while theoretically helpful, probably won't actually get you to the point you win the game with.
There is one character that springs to mind as a good disguise user, and that is Rita. While Dirty Fighting is FAR more her speed, the lack of pickpocketing, lucky cig case, or the ability to combine dirty fighting with .25 auto means that evasions for Rita are mostly just a free 1 damage ping if she intends to kill the enemy, and a turn free of attack when she doesn't. While Rita is proficient at killing things, higher health normal enemies can definitely strain her coverage in a way they don't for 'real' rogues. For example, on a flop where you and another player draw an enemy each, and one of you has a 4 health nasty, a .25 auto+dirty fighting combo lets a rogue evader just nuke the 4 health beast in 1 action, leaving them 2 actions to engage and evade, but Rita doesn't really have that option, as she traded her non-event nuke potential for the consistency offered by survivor cards. Like many survivors, Rita doesn't often fall behind but lacks many tools to catch up, and stalling one enemy for 2 actions legitimately can give her the window she needs to 'catch up' and do a full clear of all enemies. It isn't amazing, nor essential for the character, but its definitely a card that has helped a relatively flat character become a lot more dynamic.