That is an interesting thought and one that has appeal. Sounds like the possibility if a good HR (maybe a research/practice roll rather than an experience check though) and only for really good and important successes. This has precedence, in the old days a fumble (first one only) gave an experience roll.
Hmm, no, again, it is a question of good role-playing vs min/max roll playing. I have no idea, how, but all the groups I have ever ran have truly enjoyed the story telling aspects of BRP/RQ and have had some or much experience at GMing. In the past, in RQ there were always chances to practice or train and that remains true to this day. With six seasons RAW (well 5 and sacred time, which although only 2 weeks counts as a full season for these purposes according to the WoD*), and one adventure per the same season, that will give an adventurer about 8 chances to increase skills per season (4 occupation rolls for the minimum 5 weeks of pursuing that trade and the recommended (can not recall where I saw this) 4 or so checks one would gain on an adventure that could last for the 3 weeks that remain for the 8 total exp checks per season. Or a whopping 48 checks per year. Seems that one really does not need to go out of their way to hunt for check marks.
The only disadvantage here is one has to give up an adventure to train or research a single wanted skill that one does want to increase one must give up an adventure, but that can be home ruled as well. Just allow the adventurer occupation rolls, adventure rolls and one maybe two training/practice rolls per season.
To each there own.
* this might only be for POW rolls but that is unclear. I HR that the 4 occupation rolls must be cult skills as by all rights they should be using those.