And what kind of CEO of a mercenary/security company can't afford to have guards?
That's what got me. Evil Blackwater CEO Guy's remote mansion has less security than your average day care center. Presumably he realizes that he has a few enemies. Bearded alkie shouldn't have been able to get within a mile of the place. The guards at the gate would have heard that paper-thin cover story and blam, that's the last we hear of bearded alkie.
The Remar character might just be arrogant enough (or brave enough) to not have guards for his home since he thinks all his real enemies are either being dealt with or under surveillance.
Convenient Hollywood Rationalization #237. Collect them all!
No mercenary outfit is going to worry about being exposed for doing dirty deeds, that's what they're hired for. They are connected to government at the highest levels precisely to do dirty deeds, especially in Iraq and Afghanistan. Aaron's problem is completely phony.
Yup. Blackwater's still around. They changed their name to something like "Zeo"* but everyone knows it's still them. They don't give a shit who knows what about anything. That's the problem with most of these conspiracy plotlines outta Hollywood. The bad guys act like they actually care that some schlub from a newspaper has oooh "found them out!!!"
*A 1.5 second Google search turned up the right name: Xe. Shows you just how "secretive" they are. The next pack of evil defense contractors can use Zeo if they like, though.

I won't charge royalties!
People need to realize you can't recreate the magic of Lost intentionally
You can get closer than the attempts we've seen, though:
1. Cast mostly good actors, mostly who look good wearing next to nothing.
2. Make sure they wear next to nothing on a regular basis.
3. Give them colorful yet simple, easily-understood personas that have some intriguing little twist to them (the "Arab terrorist" who seems like a nice, smart guy; the "redneck hillbilly" who could be a troubled, sensitive soul with a dark past; etc.).
4. Toss something mysterious, bizarre and scary into the story every 20 minutes or so, just when the audience might start feeling bored.
5. Make sure your mysteries are vague enough that you can wrangle them into a semi-coherent plotline later on when you figure that shit out.
6. Make sure there's some big thing that all the characters need to accomplish, or else. On
Lost, it was "survive" and then "get off the island." This needs to be introduced in the premiere episode. I'm seeing way too many shows lately that think a long-termed serialized story means you shouldn't introduce the point of the story until episode eight or so. The best way to kill your show is to make the audience wonder what the point of the story is.
The
Lost imitators haven't come close to mimicking even that list of basic items. Hitting all those points would not even remotely guarantee a show like
Lost, but at least it wouldn't bore everyone into changing the channel.