Define your 'interrupt' abilities as contingents for one(that is to say, make sure your DM knows the defaults for using them), and of course, allowing revised action sequences. The time saving is still a net plus, unless you have a great deal of interrupt abilities and use them with abandon.
One thing of particular note, freely usable(that is to say, there is no possible circumstance where you might not want to interrupt) interruption effects should be avoided, since they can bog down gameplay badly. Abrupt Jaunt, Deflect and Feather Fall aren't as bad since they affect fairly obvious things and can be declared beforehand, but Celerity would be a no-no, since it works on anything.