Back in ARR's beta they talked about the fact that combos as known by melee don't really fit a ranged class like archer/BRD, which is why they went with procs. I originally figured that for the sake of making the jobs different gameplay-wise, they'd design MCH with weaker attacks that are instant and heavier attacks with cast times, and perhaps interactions between shots (basically the idea behind Wildfire but expanded). Hence why I'm of the belief Gauss Barrel and Wanderer's Minuet shouldn't exist, yet they do because this is the gimmick through which you see changes in gameplay (I'm guessing to match up to the new systems added for MNK, DRG and SMN, though those systems added to gameplay rather than take away).
I hope they revisit that logic.

RELOAD and QUICK RELOAD *don't* actually add a whole lot to gameplay. Unlike MUDRAs where you can improvise and adjust depending on the fight. All a MACHINIST can do is sit on RELOAD and wait for other COOLDOWNs to align.