Yes, the fact that it's a permanent tome that doesn't take up a hand slot is good for regular Daisy, and awesome for parallel Daisy. I also have a question for the community about how this works in the Daisy one-off "Read or Die."
The set-up instructions for "Read or Die" have you "Remove each non-weakness tome asset from Daisy Walker's deck" -- which would include Teachings of the Order. Then you are supposed to put those tomes under locations. In the scenario, you can pay clues to shuffle these assets (without looking at them) into your deck. The goal is to draw and play as many as you can in order to defeat the Namer of the Dead and earn xp. But what happens when you draw Teachings of the Order? The possibility of drawing a "Permanent" card is something we have not seen in Arkham. Obviously you can't play the dern thing -- it has no cost, not even a zero. Would the "Permanent" keyword that normally makes the card "start each game in play" leap into effect belatedly, putting the Teachings into play as soon as you draw it? I don't think so... My reading is that the Teachings would simply be stranded in your hand -- unplayable, undiscardable -- though I suppose you could trigger one of its abilities from your hand with Knowledge is Power... Technically the rules don't forbid drawing a permanent asset, having it in your hand, or shuffling it into your deck (you just can't shuffle it into the deck "during setup"). The conditions for doing any of those things just haven't existed until now.
Anyone else want to weigh in on this fascinating conundrum?
Hang on! I edit my review to suggest a solution. If Daisy were to take Versatile and Sleight of Hand, she could sling the Teachings into play for a single turn, no? Long enough to Parley the Namer and finish the scenario! Problem solved...? Although, dangit, the taboo'd Sleight of Hand requires the item to be level 0-3, and the Teachings have no level at all...