Revolting slightly, considering the level 10 perk:
[X] Plan Development
-[X] Experienced. While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.
-[X] Education: Esoteric: 100 Perk. Force The Door. You think you've figured out how to widen the 'doorway' or close it a bit. You can't make someone who wasn't a psyker in the first place into one, but you can provide a small permanent boost to those with the control to remain uncorrupted, or the reverse to those who are at risk or corrupted. Huh, is this how Warp Horrors strengthen corrupted psykers? + 80 to Psyker Checks, and +10 to allied Psyker Checks. 2 of Education: Esoteric Perks 40, 60 or 80 must be taken.
An additional consideration for Force the door is quality of psy-tech gear we can equip our allies with thanks to that additional bonus. On top of how much better at everything we can do with regular psyker powers. I can easily imagine that biomantic genetic engineering is based on a double skill medicine + manipulation similarly to psychic forging, so the Education Esoteric bonus would make us significantly better at it than Fleshcrafting would.
As a side consideration, in canon IIRC, biomancy doesn't actually allow any permanent changes, only temporary effects and healing wounds by supercharging healing. That may not apply here, but it does mean that it may not have meaningful strategic benefits, only battlefield ones.