I wouldn't rely upon such assumptions.
Many times, the players only know what the GM tells them or puts on a player aid card. Most players I've run for expect to learn the game in play.
I've found that, for the players I run for, I can get them to use up to 2 sheets of Letter/A4 system procedures and/or metacurrency spends...
If I have to explain further than that, I get blank stares.
It took about 4 weeks for my group at the time (1st year of release - not my current groups) of long sessions to actually grasp the flow of Mouse Guard and its phases... both the GM and Player phases, and the Seasons and Year-End phase.
«yoda: The Stafford runs strong in you, Luke...»
One of the nice things about a robust training and downtime system is that it provides a scaffolding for players to make use of said downtime for more than just healing 1 HP per day in bed (D&D Rules Cyclopedia; paraphrase). To get creative. To earn some coin, commission custom gear, run a business...
... but downtime rules are often best handled by, "Here's a list of the standard downtime actions. If you want something not on the list, we'll see what to warp to cover it." Then hand them a list.
The way I do it in Crossroads’ current iteration (which I’m still writing or I’d just post an image of the document here) is:
There are two types of downtime, Home and Away, basically.
At home, PCs have access to their friends and family, they know where to go buy supplies, they eventually have a relationship with the local Ranger leadership and leaders amongst the Hidden Folk and amongst the Wise in that area, and they have access to thier literal home.
In many cases, a PCs home is a special place with a library, workshop, ritual space, laboratory, study, gym, etc, which can give mechanical benefits to certain Endeavors. As well, just being Home gives benefits to Recovery, and checks to maintain and repair relationships.
Resting while Away/In The Field involves finding or creating a place of safety in the region where the big challenge is found, and making use of it. You don’t have the home base stuff, but you can use portable tool kits and the like, use tech or ritual magic to contact allies, and every Safe Haven has at least one Endeavor that it gives a benefit to while you rest there.
If there is a master of a certain skill, you can train with them, or a master crafter might repair and improve an item, or the healing waters of this hot spring ease your Recovery and allow you to spend much less time recovering, etc, but it won’t be the same as resting at home.
How much time an Endeavor takes is a little malleable, and some aren’t practical while Away (barring a Master and special facilities), but mostly it’s a single list.
Recover - Obviously healing up, but also this endeavor happens during and between other endeavors, and comes with certain questions. If the PC took a wound, what scar did it leave? Has the experience changed the PC’s thoughts about thier work at all, such as wanting to focus on a new skill set or get tougher or something like that.
Also when recovering from a wound, you can move one of your Attribute Points from one Attribute to another. (There are 4 Attributes and each can be used to Push certain types of checks)
Train - Some amount of training is required to gain new abilities. Right now it’s required to spend character points, but the thought is to eliminate the middle man and instead require X time and/or Y successful checks for each advancement item. (Minor and Major traits, skill ranks and specialty ranks)
That change would require changing how levels are awarded.*
Craft - Make some stuff, enchant or improve stuff, etc, anything from alchemical elixirs to a hidden basement laboratory
Research - Learn some stuff, whether in a library, or investigation, etc
Maintain (Relationships) - maintain, establish, or improve, a relationship with a contact, ally, patron, clear a favor you owe, call in a favor to gain the benefit of an endeavor or other downtime benefit, or do a favor and gain a favor owed
Maintain (Lifestyle) - The boring mundane stuff, usually, but can also include spending rewards gained in the field to improve your quality of life in some way
Each of the above has some degree of benefit from engaging as a group or at least 2 or more PCs together. Combined with a group bonus die mechanic and a short but potent list of traits and techniques you can only gain as a group, you get a solid dynamic that feels lifelike and “in the world” without being burdened by realism.
* Currently you gain a level when you have spent 100 character points, and you gain an Atribute Point with each level, and every 5 levels is a special level up. levels are mostly there to make it easy to build challenges and generally know how much the PCs are capable of.