Think this game presents a perfect fit and a perfect time for a more involving reloding process in a games.
Was thinking in a multi step process that varies depending of what gun is equipped. Once the reload button is pressed, the sub screen presents the reloading inventory with a model of the gun and all ammo types. In the case of a 9mm semi auto it could be more or less like this:
1)Eject the magazine from the gun.
2) The user has to select the correct ammo type from all available in the inventory.
3)Tap the button of the gun to secure the magazine in place. The internal speakers emit a click.
4)Guns rotates in real time to a top view. Here the user pulls the slide back wards.
There are other things developers could apply to add some spice and a skill element to the process. For example, they can apply a timing mini game when pulling back the slide with a bar that runs in the inverse direction toward the "sweet spot". The idea here is that the user needs to time the pull to reach that spot at the same time.
Other interesting thing might be on the run reloads. When initiating a reload while moving the screen elements shake until the user interacts with them. For example, imagine reloading a revolver. The user needs to tab every empty chamber of the barrel but since its walking, the barrel is shaking erratically.
There are multiple gameplay ramifications regarding item management with a mini game like this. The user could have the option to arrange ammo types in the inventory so he instinctively knows in what part of the space certain ammo types will appear.