Well, the really critical section of the maneuver is this one, underlined:
"Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to that roll. You can use this maneuver before or after the attack roll, but before any effects of the attack have been applied."
Assuming you don't have a DM who dickishly "applies the effects" before you have a chance to think about it, this means that you'll be adding the die only in situations where you think you've failed the roll, but only by a moderate margin--in other words, attacks in the (very very roughly) 5-12 region depending on the enemy's AC. A rolled 5 is unlikely to hit even a low-AC enemy early on (2+5+3 = 10, which will miss most enemies), whereas a rolled 12 is very likely to hit most things (2+12+3 = 17, few enemies at level 3 will have an AC of 18 or higher). This range might rise, slightly, as you get into very high levels where enemies could have an AC of 20 or more, but I doubt it would go much higher than that. I think it's also fair to assume that a Battlemaster is going to pay attention to things like the rolled number for their allies' attacks--if they see a rolled 11 hitting, they won't bother spending the dice for numbers higher than that, but will shift their acceptable range to match. Same for seeing a rolled 15 miss. (Assuming the characters have the same total attack bonus, which is ~fairly~ likely.)
So the range from 5 to 12 is 8 faces of the d20, shifted around contextually depending on the player's observations. We assume, then, that this means 40% of the time, when it's available, the Battlemaster adds (die/2) to their attacks, and that all of those attacks would normally miss. If the rolled number is at the low end (5), then the BM is adding +4/5/6 (depending on level) to that attack. This turns a rolled 5 (= 10 total) into a rolled 14/15/16--enough to hit most moderately-armored targets; similarly, it turns a rolled 12 (= 17 total) into a rolled 21+, which hits nearly everything. So we can assume that most of these attacks hit; let's call it 75%.
Hitting 75% of the 40% of attacks that would have always missed before translates to (.75)*(.40) = .30, a 30% increase to hit. This is both a relatively high estimate (because I assumed all of those 40% of attacks *always* would miss without it) and a relatively low estimate (because I rounded down the average Superiority Dice value). On the whole, I'd say it's a good number, but if you want to be very conservative, you could call it a 20% to 25% increase in number of successful attacks and you would almost certainly not be over-estimating the true result. 15% sounds like an excessively low estimate to me, if we're assuming very shrewd use.
Unfortunately, there are at least three different axes of variation that make it impossible to truly "calculate" the amount of increase. Shrewd play on the player's part, variations in the target AC, and whether the PC's numbers remain "in step" with the growth of average enemy AC over time. The first, of course, is the most meaningful reason--if we assume a less-shrewd player, many of the dice may be wasted, resulting in a reduced benefit.