I can't really see the benefit of it. it -might- come in handy for going from 300-350, but 1-300 really only stalls the last 10 or so points.
I think you mean the Merchant's Perk? Grants access to twelve-slot trader’s satchels. Enables two additional slots in your inventory. Adds a 10% chance bonus* to gain skill points in crafting skills. The main reason players get this one is for the bigger trader satchels and the extra 2 slots to put them in. Most players, if they want to increase their success rate in tradeskills will buy the Draught of the Craftsman and get a run lined up. While more expensive it is not so dependent on chance or such a low %. There are other items in game that can help boost your skill too. The Adventure Perk you mentioned is exp bonus, raid loot and kill coin https://www.everquest.com/news/new-everquest-perks-2021
I agree with CatsPaws - the main reason to get that perk is the extra slots and larger trader bags - that being said, while working on tradeskills on some alts (because my main TS toons have been 350 for a while now) I have seen messages on occasion that say I skilled up because of the perk. That isn't the reason I have this perk.
From the description, it sounds like it's exactly the opposite. "Adds a 10% chance bonus* to gain skill points in crafting skills" If you are going from 1 to 300, you will have a better chance to get a skillup on each combine, with this perk. When going past 300, there is no "skillup" check. If you succeed, you learn a new recipe. Every X recipes (depends on trade), you get a skillup. The only help needed here is to get a bonus to successes, because failures don't help (unlike 1 to 300). But it doesn't sound like this bonus gives a +% to successes.