Levels and training are different kinds of progress
Character experience and trained skills solve different problems.

Character level
Experience raises the character level. Appropriate hunts and quest rewards provide routes through early progression. Fighting the strongest visible enemy is not automatically the fastest route: dangerous encounters can consume supplies or end in death before they produce a useful return.
Independent practice
Training progresses separately from character level. A low-level character can invest heavily in a skill, but later training stages require more work. Compare the change in actual damage, survival or resource use before changing a routine simply because a number is larger.
Measure a session
A useful comparison includes kills, experience, spent gold and time. An area that produces a spectacular drop once can still be a poor regular hunt. The rankings offer separate views of progression rather than treating every form of growth as the same score.
Four separate ranking views
The ranking panel distinguishes character level, trained disciplines, the best completed rift floor and level within a vocation. A high training position does not mean the character has also climbed the deepest rift. Decide which record matters for the current session and use the matching view when comparing progress. Staff accounts do not compete in player rankings.
Strength still meets resistance
Training does not remove an enemy’s level advantage. Direct strikes, repeated damage and summoned allies all contribute to the same encounter. A heavily trained low-level character may perform better than an untrained one, but a large mismatch still limits pressure and increases danger. Progress is most useful when it opens a sustainable new hunt, rather than one spectacular attempt followed by repeated deaths.