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For the low end +1s like you can find for heart, sky, moth, edge, forge, and lantern your a bit more out of luck, so your going to be more dependent on memories and your shapt. But that is part of what makes the aspects feel different IMO. Some aspects have a lot of memories to make skilling up in them easier, some have early craftables and tools, some are very strong in persistent memories, ect.
From this perspective, knock is unique for the gates being initially locked off, but being 'flung wide' with knowledge. This ties into some of its unique aspects from cultist simulator, knock itself is annoying to get a lot of in book of hours and its rare in cultist simulator, and once you master it your 'set,' but its outputs are very useful broadly. It also ties into its themes of being a more 'early' barrier to knowledge, rather than an enduring one. Giving knock a +1 infinite use tool in the house would round off the skills, and its hardly the most annoying skill in the game to consistently boost anyway (which is probably scale, in my estimation).
As for what likely caused you to make this post: about half the knock skills are useful for creating all crafting stages of knock's signature drink, and the ingredients themselves get you 1/3rd of the way to 15, so you probably are closer to knock never being a problem again than you think if your approaching the midgame. Lategame, you are in need of a specific skill to really trivialize the final knock rooms, but the skill to master knock should be fairly self evident just from its name.