After reading most of the posts in this thread I have to give my two bucks’s worth.
I think it’s a bad idea to implement a quick reload gratification mini game. But, if SD decided to opt-in on it, it has to be done in a way that those who, like me, don’t want to use it are not penalized in any way.
The premise of Alien Swarm–I will use that game since it’s the only one I have played in recent years that use this scheme–is first and foremost, a top-down game. You can see aliens coming at you from any direction, if any are in the area, and you also have the radar pinpointing their activity. With the top-down view you can easily assess the potential threat level around you. You also have three teammates that, usually, are very close to your own position and can back you up if the need arises (you fail your quick reload).
With Brink although you should have teammates close, it might not be the case. You also are limited in your POV. Meaning you can only see what’s in front of you. It’s not a 360 view. If someone creeps behind you and you fail your quick reload, you will most likely have to wait to respawn.
In Alien Swarm the pace is self-set. There are no objectives to fulfill, time is pretty much standing still if you’re not moving forward. Of course some aliens will spawn to nudge you forward but that’s the extend of it. Aliens are triggered-spawned and are not human controlled. They follow easy to guess navigation paths and do not ambush and stalk you. That’s a huge difference.
Now. If SD should decide to implement such a mechanic, they have to make sure that if you forgo the quick reload sequence (too many enemies close or whatever) you would end up the same as someone who doesn’t care about quick reloading. But if you should decide to use it, the drawbacks are serious. Weapon jamming, lost shells/bullets/rockets and time. If you do succeed, you keep your left-over ammo and gain maybe a quarter of a second on reload and finally your weapon shouldn’t jam (unless there is a weapon jamming possibility in the game. If not, then there’s no jam possible.)
Now you might wonder why I think the penalties should be so dire. First of all, most people I play with think this idea is silly on the subject of a game like Brink. You play humans vs humans not bots, and quick thinking, trigger twitching is the name of the game. You already have a lot to think about playing your class, shooting enemies, maneuvering around the terrain to reach your objective alive and I don’t think adding a mechanic that is giving a tiny benefit has its place. Sure, some people loves micro-managing but most don’t. It’s a hassle that add to your already full list of things to accomplish.
Last point. If SD does implement it, I would like them to have it enabled or disabled in the configuration. I do not want to be penalized because I double hit R. Let those who really want to use it turn it on and suffer for it. 
(space bar=yuck).