So this is one of those cards that improves in multiple (very noticeable) ways on upgrade from Parallel Fates.
First, it looks at more cards, with a 6 card look at the encounter deck that's 6(!) rounds in true solo, 3 rounds in 2 players and 2 rounds in 3 players of knowing exactly what the encounter deck is going to throw and at who, which is a 50% improvement over the level 0 version.
Second, it doesn't have a 'failure' chance. Unlike Parallel Fates where if it whiffs you've lost your planning advantage, the card and the action, the leveled up version doesn't require a token draw. Note that you can still shuffle the deck if the 6 cards you see are particularly unappealing, but it's likely a fringe case as having knowledge of upcoming encounter cards is likely better than shuffling and you can put the 'problem' card or cards at the bottom of the 6 card stack.
Lastly, it can be used on investigators! Look at 6, draw 1 allows your buddy (or yourself) to search for an important asset early on in the scenario. It can also let you dodge or plan for weaknesses later on (Hey, you'll draw your weakness 4 turns from now, be ready!). This one makes a bit more sense to shuffle if none of the cards are useful so you can get to a part of your deck you want to see faster and not have to draw through 6 duds. Also note that the targeted investigator does not have to be at your location.
Overall it seems like a high quality card that has good versatility. I think parallels (ha) can be drawn to Cryptic Research(4) for drawing key cards (digs 6 instead of 3, but isn't fast, 2xp vs 4) or very favorably to Scrying(3) (1 action to look at 6 instead of 9, 0 cost vs 1, 2xp vs 3).