Jeysie, I don't know how many times I can say things along the line of "Your group may be different than mine; that's great if it is", without you coming back after me, claiming I'm attacking you, especially after I spent most of the last extended, argumentative thread agreeing with you...
I've run games for literally 25+ years. I've run for home groups around my dining room table, I've run for groups at the biggest conventions in the US. I've written for a number of massive companies, as well as a number of one-man-army shops on DriveThru. I've written and published my own superheroes game, for Legacy's sake. If you don't want to be at my table, that's fine--I've got players waiting in the wings. But, could you at least possibly admit that what's going on at your table wouldn't always fly with people elsewhere?
If I sat down with 6-7 random people at a convention game, with an advertisement of "Omnitron returns to Megalopolis! The Freedom Five must destroy the robotic menace before Freedom Tower falls forever!", and one of my players sat around on the bus, while the others tried to actively engage the plot, there's an active problem at the table. One of the players is literally dragging down the rest of the group for his own, personal fun, while the others are likely struggling (or, at least, not at their optimal strength and flexibility) without his active presence. At a table setting, it also means that the GM has to sacrifice time and effort to mollify that player, while running "the main plot" with the rest of the group. I'm all for splitting the party...when it's in the interest in the party as a whole (i.e. "Unity, you and Wraith go that way and take out the reactor core; Tachyon, you and Bunker clear those drones. AZ, you're with me: let's crack that mothership's hull!"). When it's in the selfish intersest of one player? That actively drags down the fun for everyone else at the table. In a four hour convention game, if a full hour was devoted to one player faffing around on a city bus instead of fighting the giant robot, when the game was advertised as "Fight a giant robot!", I'd be pretty mad. I think you would, too.
Again, your mileage may vary. In my sizable experience, I've seen the contrary to what happens at your table.
For what it's worth, I think Phillipe adjucated that encounter very well. He didn't make a big deal of the AZ's player's behavior, he rewarded them for rejoining the group, and didn't spend an over-large amount of time with that one player, at the detraction of the group.
You seem to think--and, I'm quoting you directly here--that my opinion is one of: ugh that's so slow of you to play like that and I'd never abide that in MY games, chop chop people.
Let me tell you a little story. The first three sessions of the game that inspired Cold Steel Wardens, I GMing for four players: my wife, our friend Lionel (the faculty advisor of the college roleplaying guild I founded), Will Herrmann (now the owner of Journeyman Games and the creator of the Savage Worlds Wild Card Creator), and Kat Ostrander (now, Kat Lee, the line developer for Legend of the Five Rings at Fantasy Flight games). They're among some of the best players I've ever rolled dice with. Do you know what the first three sessions of our campaign entailed? Will's illegal immigrant character finding a low-paying job, low-rent housing, and a way to survive that wasn't squatting on the streets. He didn't even meet another player character--Lionel's, in fact--until the end of the first session.
I *actively like* spending time doing nothing but in character roleplaying. They're some of my favorite sessions, across the board. But as a group dynamic--in my, again, not insignificant, experience--when you have half the group knee deep in zombie and the other half sitting around at the tavern, there's a significant, palpable issue with both your in-character motivational dynamics and your out-of-character/at-the-table group dynamics. And, as the GM, it's your absolute responsibility to rectify this problem.
My point throughout this argument is no more and no less than this: in an action scene, using hard deadlines both in-character (perhaps through the GYRO scene tracker) and out of character (through visual, verbal, and other social cues) maintains and enhances the tension of that scene. If you take away that pressure, you also remove the tension from the scene.
A third time, if you're okay with that and your players are okay with that, then you're fine. I will, however, disagree with your choice, as it's actively bad storytelling technique. Telling a story--which is what, as both players and GMs is what we're doing--you've got to have conflict. Putting the brakes on that conflict slows down the pace, the intensity, and the overall impact of your storytelling ability. If you're okay with that and your players are okay with that, then you're fine.
As an overarching game-design philosophy, Cold Steel Wardens was designed to articulate and give voice to the moral quandary found in the Iron Age of Comics. In the heat of the moment of an action scene, bullets fly, swords swing, punches land, and blood spills. Yes, the chance to examine that quandary exists, but not in the depth or capacity of what the SCRPG would call a montage scene or in open-roleplay. The depth emerges when the consequences are finally revealed: when a vigilante sees where the bullets landed or when a would-be hero arrives just a little too late. Without that tension, the whole game easily becomes meaningless; it's not something I'd ever be willing to sacrifice. For me, that means that when running the SCRPG, I'm going to keep the GYRO scene tracker open, visible, and oft-utilized during action scenes. During montage or open-roleplay scenes, I won't use it. No more, no less.
I'm going to stress one last time that, If your group differs from mine, if your game experience differs from mine, and you're all having fun, that's spectacular. My disagreement with how you run games is not a personal attack on you, on your group, or on your fun. It is--precisely and nothing more--than a disagreement with the advice you're providing to other, potentially rookie, GMs. I simply believe that deadlines and tensions have a major role to play in both player and character motivation than you seem to.