That would depend on the GM. This is a house rule after all.
In my games, this most comes up when the party is spending a lot of down time, like six months or 5 years. The table requires most time per rank the higher the rank learned, and the GM is allowed to modify the definition of "days training" per the tables listed guidelines.
That said, I do not use level limits when figuring training time. My method often increases the time required to learn because I make teaching rolls for each rank learned, and we roll until 100% is achieved, with each roll representing one "training period."
So if it take 64 hours to learn a rank, and the first teaching roll generates a 70%, meaning the PC spends 64 hours (8 days with 8 hrs of training a day, 16 days with 4 hrs of training a day) and is 70% done. Another roll will be required (another 64 hours) to reach 100%. I am not nice and reduce the training time, but demand the entire 64 hours. Sometimes we learn easy, sometimes not.
Now we roll for the next rank.
Another limit is available teacher. If your warrior has 17 ranks in Axe, he can only use a teacher with 18 or more ranks in axe (which might not be easy to find). Without a teacher, the player will suffer the "no teacher" penalty, which is -50 (or higher). It could take a long time to self teach such expertise.
As an option, you can rule one day training equals three development points. This tends to greatly increase training time, but retains the flavor of the professions skill cost while providing greater flexibilty (though as GM you should declare what skils can be increaded). For training, skills whould be bought at their progressive dev cost, i.e. a 1/5 weapon cost 1 dev, then five dev, then 1 dev, then 5 dev, etc.
yamma