
Will add some pieces of data I was looking for when entered this comment section and didn't find it fully. I will repeat something of what was already mentioned, trying to make my own review pretty comprehensive. Everything turned out to be in the rules, though, but who reads them before they need it? DISCLAIMER: I will be using some encounter cards from different cycles as examples, so if you care about that sort of spoilers, don't follow my links).
- What is "skill test from an ability"? I was sure that ability is only what is triggered, but I was wrong. Yes, there are triggered abilities (if a scenario card has any type of arrow, triggering which you initiate a skill test, you can commit this card, e.g. Bedeviled), but also: constant abilities (an effect that simply exists and doesn't have any specific point of initiation according to the rules. As I understand this card fits), forced abilities (something after word "Forced" that initiates a skilltest. In theory, bc I didn't find examples) and revelation abilities (skill test after word "Revelation", so, yes, basically half or even more cards of the encounter deck, like our favorite Rotting Remains or Crypt Chill). That's when I got true understanding what is this card about.
- What is "scenario card?" From rules: "Scenario cards include act cards, agenda cards, location cards, treachery cards, enemy cards, and scenario reference cards." and "Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be player cards while they are in their bearer’s deck, and are considered to be encounter cards while they are being resolved, and once they have entered play". So you can find some clues while committing True Understanding to Searching for Izzie. And don't forget that abilities on weaknesses in threat area or attached to the location can be triggered by other investigators in the same location (yes, pure Jenny can spare her out-of-class card room for something more appealing while her seeker can watch her back). Above mentioned Bedeviled now can also be taken away from Finn with some additional use by your seeker. And, basically, any parley action with skill test can be assisted with True Understanding. This chatty Cathy Poltergeist! Always spills the beans.
- TL;DR the card is not that situational as one can find and, given you can commit it not only to your own skill tests, you are unlikely to find yourself in a situation when it's been uselessly sitting in your hand for half of a game without any chance to be triggered. It's much more easier to use it than, for instance, Evidence! while it is an actionless and 0-resource cost way to get a clue. The test, you need to pass, can also be easier than the location's shroud value.