I think you’re already penalised and weapon balanced for reload times themselves. Even reloading to prepare for a fight puts you at a disadvantage if someone comes round the corner, you still need to switch weapons, you still come back to an empty weapon.
I wouldn’t think Brink needs any more slowing down in the interface between gamer and shooting stuff. IMO that should be the least cluttered aspect of the game, very simple. Bolt on missions and classes to add variety of who and why you’re shooting but if you’re going to start pulling people away from that to look at a reload meter you’re working against the core.
I guess you need to ask what the change brings and whether that is an improvement of the overall goal of the game. To me such reload systems should be confined to the likes of the Fallout FPRPGs type games.
And yes, L4D has a reload any time, lose no bullets system. Perhaps Exedore was playing on a modded server? Either way, the reloading system (“gasp of breath” as I’ll coin it) as is works to add enough tension, it also needs to be noted that unless you’re headshot heavy you’re looking at nearly a full clip to take down some specials, it’s just stupid to have preserve ammo system in situations where you’re expecting to unload full clips or die.