Yeah, that's kind of what I'd like to see too. Except why not be able to track the "skill" as an actual skill. Instead of Blade being a single umbrella skill covering everything that is sharp, you'd have skills for daggers, rapiers, one handed swords, two handed swords, and exotic weapons. Each of these blade types would have unique attack animations and also tangible advantages and disadvantages in combat. Perhaps these could be sub skills which fall under the major skill of Blade (sort of like skills are to attributes).
Leveling the sub skills (minor skills) would directly level your major skill of Blade - but it would force the character to specialize in a particular weapon sub skill - realistically. Not to say that you couldn't eventually become a weapon master after enough training.
Perhaps you could also gain skills as you go through the game. Perhaps the first time you dual wield, a duel wielding skill is added to your menu. After all, how many skills exist in real life? Hundreds of thousands. I'd like to see new skills like: horsemanship, juggling, mountain climbing, reading!, etc... however, I think emphasis should always be balanced between player skill and character skill - I tend to lean more toward player skill because it keeps the game interesting. Mainly, leveling skills would give you perks: new attacks, dodges, spell types, etc...
OR, instead of defining your character in the beginning, they can evolve as you play. You can even switch out which skills you want to influence your level gain during play. The trick would be to prevent characters from becoming too homogenized - maybe the higher the skill is, the more it influences your level gain, forcing the player to stick with a particular set of skills until they are mastered.
Perhaps the improvement of all skills would not be determined simply by how many times you use it, but by WHAT you do with it. If you kill an enemy faster and more efficiently than you have before you get a bonus in skill. For example, with a bow - if you are able to hit them from a very far distance you get a bonus in skill. If you kill them very quickly by hitting a vital organ you get a bonus in skill. This forces the player to try new things and actually improve in real gaming skill. Not sure if this is even possible though.
IDK, there are a lot of possibilities here, and also a lot of personal preferences - hopefully they will allow this to be open ended for modders to mess with.
One thing I would ABSOLUTELY LOVE TO SEE is LOW static player health. I know it's not a traditional element of an RPG, more of a FPS thing, but I've always preferred it. Instead of your enemies being able to hack and hack away you, it would only take ONE well placed hit to disable or kill you. This would make having player and character skills much more necessary. The emphasis would be put on avoiding and parrying attacks rather than having the most health. Combat could be centered around this concept of avoiding hits - through dodging, parrying, and magic shields. In turn, your objective would be to get through your enemies defenses and hit vital spots. Obviously, combat between two humans would be different than between a human and monster.
Consequently, there would be LESS importance placed on the stats of your equipment. I mean a sword is a sword! However, durability would be a major factor. It'll be much easier for your armor and weapons to break or become dull, but higher quality equipment will last longer.
I could go on and on with this... that's why I am thankful for modding