Was thinking about an analogy with overwatch. If doesn't trigger it has potentially to save some unused APs, making one a bit more willing to risk. Whereas the failed re-position roll penalizes, so one is less willing to risk when the chance is low.
The possibility is the roll always happening in the background. It has a certain anticipation when you don't see the numbers and not burdened by decision. Can also have a range of outcomes depending how critically failed or succeeded:
re-po for free > re-po for a price (see c) >< no re-po but no penalty < no re-po and penalty (see b)
Or from another perspective, the yes/no dialogue can be expanded as CYOA (choose your own advantage), generalizing options that are occasionally given in conversations. Example:
1. Tactical re-position [checks: bypass skill vs. bypass difficulty]
2. Shoot and distract one random enemy [checks if hit: Firearms skill vs. some mean defense difficulty]
3. Demoralize enemies [checks: Presence skill vs. enemy morale difficulty, perhaps # depends on our reputation]
4. Distract enemies [checks: Presence skill vs. dunno, bypass difficulty?]
5. Bribe one random enemy [checks: Trade skill vs. morale difficulty, the enemy disappears]
6. Use item [if in the backpack, effect depends on item & craft skill?, eg. police siren, btw. no need of animations]
7. Get intel on enemies [checks: Surveillance skill vs ??, the amount perhaps based on intel % on district?]
8. Nothing [random roll for AP modifier on the first turn, in the range: -X AP to +X AP]
However, puts pressure on balance work, so one option doesn't end always the best. Eventually, CYOA can be offered per-character (but higher difficulty & lower result), cycling through party members, instead of one CYOA per-whole-team.
Just rolling around possibilities and crude examples.