I was wondering about actions that cost more than one minor action would be of value. it's probably more complex given the interaction with other rules. The example I was thinking of was ready weapon and reload weapon for pistols costing 2 minor actions each. And then equipment like quickdraw holster and smartlink would be defined as reducing minor action cost by 1. More gradient in action cost.
I personally think it should cost more to reload a cylinder or an internal magazine than a clip, for example, but then again one of the design goals of SR6 was to streamline.
The most valuable question I can think of is this; what value does this added complexity bring. If the answer justifies the added complexity, then go for it.
Not so, Police have been using speed-loaders for cylinders for decades now: Speedloaders
I completely agree with that, FastJack, and so does SR6. There is even a piece of equipment called a ... you guessed it ... "Speed Loader"

That being said, I could have been more clear. I was actually referring to putting bullets into a cylinder or an internal magazine (like on a shotgun) one by one.
Again, though, I'm not sure that level of granularity adds any value to SR6 when the stated intent is to streamline. A reload action is a Major Action that lets you reload to full capacity.
If, like Giabraltar stated, one wanted to change the action efficiency by introducing actions that cost more than 1 minor action, such as reloading a weapon like a pistol with 2 minor actions instead of 1 major action, my personal opinion is that yes, this makes sense from a realism perspective but I'm not sure it does from an SR6 streamlining perspective.
Is that more clear?
EDIT:
The speed loader in SR6 already lets you spend a Minor Action instead of a Major action to reload a revolver. Perhaps an alternate approach to changing up action economy is to introduce other pieces of gear instead of multi-Minor Action ... actions.