i still vividly remember the first time i tried using a ranged weapon in adventure mode: i was a good distance from a night troll that was charging in my direction. Despite having low crossbow skill, i thought i could try to get a lucky shot before switching to my melee weapon. Imagine my surprise when my quick shot turned into my character deciding to stand still in the middle of a field, slowly reloading the crossbow while the night troll kept attacking until i was dead.
Even before the balance matter, as it is now ranged weapons are incredibly obtuse and unintuitive. While it makes sense for you to be unable to stop, say, an axe swing since it is a very quick action that demands you to use your whole body and momentum, a reload is the opposite. It's a slow, premeditated action that most people can stop at any time. I am not against the rather slow reload (realistically, even a master bowman would have trouble surviving alone in a fight in the distances dwarf fortress battles happen in), but it should definitely be something you choose to start and something you can stop midway.
Personally, i think the best way to go about it would be to separate a reload into different sub-actions, which you can start individually. A crossbow, for example, might require you to first pull back the string, then get a new bolt, then place it on the crossbow. This way reloading stops being this monolithic action where you're just begging to be killed during it and start being a series of short actions that allow you to reposition, defend or change strategies in between. This also has the side effect of differentiating more the ranged weapons: a crossbow reloads slowly but can be kept fully loaded indefinitely (or at least for a long time), a bow is quick to load but always requires the last step (pulling the string) to be done immediately before shooting, a blowgun does both but is weaker, etc.