Would it?
Probably not. Maybe defensive/aggressive for infantry, trick/overrun for academy users? The specifics don't really matter, but it would create an interesting metagame. You could say that people in infantry would have more stamina and discipline from long marches and grueling combat, while academy-trained duellists would have a better reaction time and skill. defensive and aggressive strategies require sheer strength and stamina, since they simply want to outlast the opponent, while super-aggressive and tricky styles require fast reflexes and a keen eye, since they want to end the duel quickly in a flourish of blows. I guess that makes sense?
The other question would be how do we store this. Are we changing SF skill from one stat to five? Or are we storing whatever "training" technique your characters has used most and giving a fixed boost? Regardless we need to start tracking new values in the database.
I have no idea. A fixed, binary boost doesn't seem like a good idea though. You could just include either a single variable, which is kept on a sliding scale and is shifted right or left whenever the character does something, or just two different variables representing their "stamina/discipline" and "reflexes", which go up and down with use/disuse.
I don't code or anything like that, so IDK if this is actually feasible.