The ( good ) idea of a reaction panel during enemy turns has been discussed before, and could be expanded to have sections for each of the characters under your control.

The potential difficulty comes from :
- the number of possible reaction types ( 15+ ) available
- when exactly each one is available ( some are part of movement, some part of hit resolution etc )
- how you can get player input at an appropriate time to still be able to depict the outcome correctly

Also, of course, a reaction panel may be rather too RT for some TB players, so it may be that choosing a reaction may need to be followed by a game pause that allows you to examine the situation before confirming or cancelling your reaction use.

Choosing only one way of approaching reaction execution may be unsatisfying, since players will become more adept as they experience the game, and what starts out being helpful, may become a drag when you know exactly what you are doing.