I know that probably doesnt make any sense in relation on what you actually experience in the game, but it might help to make it not so weird. You could just imagine that your experience using a Blade also includes studying enemy fighting styles.
This reminds me of a device I read about that somebody supposedly made back in the late 90's...
A USB device that allowed you to mix amounts of scented chemicals via software API to create custom odors in the room.
The joke about it was that a game that used it could look, sound, and even smell like real sewers. Nobody wants that kind of realism.
**I decided to look it up, and I actually found it (or something like it).
http://chandanworld.wordpress.com/2008/09/29/digital-smell/
My feeling on realism is that if they are determined to forsake the advantages of an abstracted RPG, and go for all out realism (in context) with their graphics and sound, then they should leave the abstractions behind altogether. This means designing believable, plausible mechanics that don't need excuses like "its only a game".