I don't know how your skill system works, so it's difficult to suggest how these might apply. Offhand, however, a good swordsman might be particularly effective on the attack, and have bonuses to all other skills save footwork
It's not exactly like that. The skills system is 90% about non combat stuff (smelting ore, gathering honey, wood cutting, law, etc). So I just wanted to add some "choose this skill if you want to fight better", also that's why I would not want to have too many of these (like 5 would be best). So I want them generic. Then there would be techniques (not skills, kind of similar) that use skills to improve their effect, or the skills would affect the combat in a more genetic way (like test if you have not lost balance). So there are skills (generic) and techinques (detailed, precise, technical special effects).
SKILLS:
Fighting / Combat (something very generic, used always in all combat, not sure how to name it)
Fencing
Parrying
Weapon Mastery
Armour Mastery
Athletics (does not sound very medieval...)
Horse Raiding
TECHNIQUES:
Riposte
Counter Strike
Shield Bash
Downward Swing
Backhanded Swing
Foward Lunge
Pommel-strikes
One-handed sword proficiency
Two-handed sword proficiency
Mace proficiency
Polearm proficiency
One-handed axe proficiency