This is a really neat setup, and the reactions are clever, but IIRC, medical skills always succeed, and skill is only about speed, I think. Which significantly diminishes the motivation to bother to use the academy? Unless just for roleplaying.
Even so ... if you have some dwarfs loosing all their blood, the speed of the medical treatements and the number of disponible medicaldwarfs counts a lot for the survival chances of your broken dwarfs, that is critical for the survival odds of your fortress in the form of less tantrums spirals or at least more manageable ones.
Verdigriss you could also take ideas from some others already complete and working but somewhat stalled hospital training mods:
http://dffd.wimbli.com/file.php?id=7818 DF disease mod: Cures, crazies and contagion (new) by Halfling
http://dffd.wimbli.com/file.php?id=3535 Dwarven Higher Learning Mod by Shukaro
http://www.bay12forums.com/smf/index.php?topic=125633.0 Masterwork by Meph that combines ideas from some others mods about training buildings and reactions (also hospital training)
In this way you can see what have worked for others and make an starting point from there for your modding ideas, not all is done in the skill training modding arena, for example the plant gatering herbalism skills has in the 40.xx series a bug where this skill never trains.
So an academy for the training of qualified herbalists is an interesting option for everyone that want to do some 101 DF modding.
With all those new brewable surface plants in 40.xx... , the key fact here is that the stack of gathered plants depends on the skill of the herbalist.
It is not the same to have a stack of (5 sunberries) from a shrub gathering it with a legendary herbalist that having nothing from the same shrub with a dabbling herbalist.
Lead is not a healthy material for using in a healthcare system, you could use instead any stone boulder to clean a little the fortress and later you could use papyre
see the 3 upper example mods
if you want a more developed mod.