Pretty much. To lend a bit more context to the project, I'm reworking a game with a very simple class system. Four base classes, each of which can promote into either of two sub-classes. So I want to keep the names very archetypical; I don't want to use any silly-sounding nounverber compounds at all (because I personally and intensely dislike them); and for the sake of keeping the rules of the game concise and the various elements easy to abbreviate, I'm not letting any two classes or sub-classes start with the same letter.
So right at the moment, the game has four stats which are tentatively named Bravery, Subtlety, Discipline, and Volition, and each is the key attribute for one of the four base classes, the Fighter, Rogue, Healer, or Mage.
The sub-classes at the moment are called Knight and Assassin (from Fighter), Corsair and Outlaw (from Rogue), Priest and Templar (from Healer), and Wizard and Sorcerer (from Mage). Each is intended to be a bit of a dichotomy of specialization: the Knight focusing on frontal combat and gaining a bit of divine magic vs. the Assassin focusing on stealthy tactics and a bit of arcane magic; the Corsair focused on exploration and tomb-robbing vs. the Outlaw focused on banditry and archery; the Priest specialized in healing magic vs. the Templar having more melee skills; and right now I'm leaning to the Wizard again being the arcane magic specialist vs. the Sorcerer being the more melee-oriented sword-mage.