Bedrockgames
I post in the voice of Christopher Walken
Are these Survival checks that you're making (a) at a regular interval that is a fundamental part of the core procedures of the wildneress crawl (like Wandering Monsters in Moldvay or The Grind in Torchbearer) and attendant decision-space for the players? If not, are these (b) irregular intervals discernible by players so that their decision-points regarding map interaction (outfitting, navigation, exploration, camping, etc) can account for them?
It depends on the game I am running but for my Ogre Gate Campaigns I would say they are regular but flexible. They are regular intervals, part of the Survival Skill, but I also view them as tools, so there are times when I might approach them differently. Generally I find players can anticipate what they need to plan for a journey. Discussions about what method of travel (canal, river, sea, land, this route, or through this forest), what preparations to make and what route to plan out are usually a pretty big part of play and something the players have enough consistency with the plan for. I am pasting most of the encounter section from the rulebook below. Just keep in mind I wrote this stuff from like 2014-2016 I think, so some of it I still use as written, some of it I have evolved into more streamlined forms at my own table (and in later books I put out, this is reflected in sections on encounters in tables). Also I skipped over a bunch of encounter table pages here to focus on the text. The Grudge Encounters are especially important in my opinion to the feel of play.
Beyond that, (c) are the players able to "build-out" the conceptual encounter table via reconnaissance, divinations, doing research in local towns, consorting with local populations, etc so they can fold that into their decision-space?
I am not sure I 100% follow. But they can certainly try to find out what is known to exist in a given region. And they can always take precautions. And they can use magic if they want to (though it isn't D&D magic, it is more like Ritual magic). There is a Divination skill but its effects are much more limited than that kind of activity might be in games with greater emphasis on magic. Magic exists, but the prime focus of the game is on martial arts abilities. The ritual system is for things like paper talismans. And divination is for things like astrology, feng shui, etc.
I also have a concept called the Inverted Encounter roll for when players actively seek out something on one of the encounter tables: HERE.