Wise advice suggests we never bring a knife to a gun fight.
More importantly on topic, my player offered a creative use of the Explorer's Knife from Savage Spirits (p. 43). RAW: "An explorer's knife grants 1 Boost die to all Survival checks."
This player is an exiled Drall Hermit/Healer whose prolific writing about planetary climate change caused her to lose favor among her academic circles; she's been banished and censored because of her radical expose on limited natural resources, etc. Although we start at Knight Level Play, the player intentionally neglected to raise Brawn or Agility- she disdains violence. However, in her isolation, she uses a explorer's knife as part of her Force-using rituals and it played a role in obtaining her bonded animal.
With 'Survival of the Fittest' talent, she asked to use a boost die because she incorporates her explorer's knife in the action (she used the Force to Heal another character - her bonded animal). This talent (p. 27) reads, "Once per session, when making a single check, the character may treat his Force rating* as being equal to ranks in Survival."
*= her Force rating is 1, and her Survival ranks are 2.
I'm asking for feedback: I allowed her to include the boost die to her pool, because of the limited use and theatrics of healing her beloved pet (which was very wounded after combat). Would continued use of this angle muddy waters elsewhere in my campaign; am I opening doors that I don't want to open? I think I may have stuck to RAW if she used the explorer's knife for more than this (and smaller instances, in which we may suppose the skill check boost makes more intended sense) instance, or if she used it more than 1x per session.
Although my players were happy with the decision, and it moved along game play, I also stated how I don't want to fall down a slippery slope of everyone using explorer's knives. They agreed, and suggested I ask someone else for input, too. So, here I am.