How about an experiential rubric?
It takes roughly 210 total karma to take an active and an associated knowledge skill from 6 to 12.
At roughly 5-8 karma per run, that's somewhere from 40-80 major runs in a character's life, and two entire years of downtime, just if they focus totally on one area of expertise. Add an associated b/r skill and you've made it three years.
so if it's a week for a well planned and brought off run, then three weeks of training, pretty exclusively, a 3-5 year time investment can return total results.
Now, for optimum realism, what's missing is the fact that peak skills become consumptive - if you're at "peak strength" you don't get there and park, you have to keep working out, training, playing etc at that level to stay at the peak.. Peaked out skills and attributes should actually require continuous maintenance in the form of a karma or lifestyle penalty.
Not to mention "in the real world" learning times change day by day, IE language learning is easy when you're young, while weight lifting is less efficient before puberty, etc as does the practicality of learning some things at all. Nobody actually takes up skateboarding or free running in their forties, for example, and age is what really de-thrones most champion fighters. So game numbers are always going to be a fuzzy approximation.