Well, it worked, and It kinda does add realism that some games miss. It can allow for other weapons like lever actions or bolt actions to turn up... And "reloading" those without chambering the next round from the reserve could use a "chamber load" animation (meaning the user directly loads the round into the chamber rather than through the reserve)... Though I suspect our Officer hasn't had to do that, and would be slower on that kind of reload compared to just actually racking the action, but would get better the more you "train" the officer.
Funnily enough, Since I am a TF2 player, tapping 'Q' is as natural as quickly poking with one of my "spare" fingers not fiddling with the motion keys, so once I figured it out, it was as simple as idly tapping "Q" while reminding myself "Q for this game chambers round, not quick-swap to your previous weapon".
It does mean the keys for certain actions needs to either be better defined in the user menu (such as actually having an image of the keyboard that points out which key does what), or allow us to manually rearrange the keyboard keys according to our user style.
Anyway, I did wonder if we could have a way to have melee be a little... Quicker?
Melee currently feels like our protagonist is an old lady with arthritis swinging a short handbag around, and the bat's range feels shorter than it looks.
It just isn't viable even as a last resort, as I have had better results tossing officer bimbo's "bouncing betty" grenades just to get ammo for whichever weapon she was using... Said bouncing betties being more likely to make her do the "floating starfish" if I forget where the nade landed.