I find that I reload most frequently not to gain a tactical advantage (as I enjoy watching the drama of the conflict between nations unfold) but rather to ensure that I get a quality drop from treasure nodes. Now certainly, you can make an argument that one should simply accept the good and bad luck when it comes to unearthing these, however:
In the early game, the effectiveness of your character relies almost entirely on the quality of the loot you find in these treasure nodes. Before you gain enough levels to customize your abilities, it is the loot you find that defines you in the game.
Due to this mechanic, the desire to reload until hitting the 'perfect' or even the 'close enough' drop is almost overwhelming, particularly for the first few crucial loot drops.
I feel a superior method would be to give the player a choice between say three items, perhaps one from each 'school' of equipment: Attack, defense, or on-use.
This mechanic would give either a 'perfect' or 'close enough' feeling to the player FAR more frequently than the current system does, while remaining fair and frankly, just as balanced as playing either straight under the current system OR constant save-scumming. I feel that anything that reduces the urge to re-load to get a better result can only be positive for the player experience.
Multiple choice treasure reveals are more interesting to the player as well, allowing for a small change to have a large 'satisfaction' payout for the player.
Thank you for your time in reading my thoughts!