Problem with realistic fire rate is that game does not support realistic equipment and behavior in this regard: It would have been great if it took considerable time to reload in dwarf mode, but for that to work, you would also need to give crossbowdwarves secondary melee weapon which they would draw when approached in melee.
Adventure mode npcs would suffer this too.
That seems like a pretty easy AI script: Keep using crossbow, if melee-attacked drop it or stow it and equip melee weapon, if not being attacked start using crossbow again. Ideally there'd be a proximity trigger on the weapon switch, but that'd be more involved. Are cancelled attacks part of the combat goals? Current goals? If so then that could go towards better crossbow usage, i.e. cancelling reloading to defend self.
I'm dying for the combat/movement-speed split. Literally. Stupid horses killed my adventurer the other night by dancing all over the place and throwing a thousand horsey-boxing punches before I could so much as wave my sword around. Sneak... sneak... sneak.... *bumps into horse*
death! I don't know about you guys, but even with absolutely zero training with a sword, if you put one in my hand, in a field with a horse, I'd fancy my chances.