The way I look at it (and yes, I'm a GM), it that the armor proficiency gives consistency rather than the highest AC for casters.
Let's take a wizard as an example. Given the cost, this is probable only realistic above 5th level.
Wizard 1
*Gains proficiency in Half-plate (the best medium, non-special armor). 250-300 gold, 5/6 months
*Purchases half-plate. 750 gold
AC 15+Dex Mod (max +2). Maximum AC 17
-10ft Speed if Strength isn't 13+
Wizard 2
*Casts Mage Armor (-1 spell slot)
AC 13+Dex Mod. Maximum AC 18 w/20 Dex (more likely AC 16 for most characters)
Can add 20 levels worth of spells for the cost of training/armor)
Also leaves certain items open for use (Bracers of Defense, +2 AC if not wearing armor)
So Wizard 1 has one more AC, but potentially one less than Wizard 2, before looking at potential magical items. Plus side, it's consistent.
For your other question, yes, given the right circumstances, I would allow training of base level feats, which could give spells to a fighter (Mystical Talent).
Obviously that doesn't fit all group preferences or play styles. If it's something that allows for versatility or flavor, I'm more likely to find a way to allow it than if it's purely for power (the old GWM, SS feats would require an actual feat slot)