Why? You want to minimise the number of rolls going on in your opponents team turn. More rolls mean less time for your opponent to take their turn. In a 4 minute team turn, this is critical stuff. Even if you don't play by that rule, it still adds to the length of the game.
No offense meant, Babs, but I think it is VERY critical to 'bend' rules or game mechanisms just to fit into a 'self-defined' time limit of turns.
Many skills may only be used in the opponents turn (shadow, diving tackle, sidesetp, dump off) and thus definetly cost time.
Now, if I manage to create an ogre with pro, stand firm, catch and pass block I may want to dodge as well to get into position to intercept the ball, use pro to reroll the dodge, then to reroll the interception atempt etc. This indeed is time consuming but in accordance with the rules. Wouldn't it be easier to stop the clock or allow my opponent to carry on with a bit more time?????
Again, no offense meant (

), but I don't like your 'time' argumentation.
to post my opinion on the topic here as well (and I agree with Babs here, see

)
I think you shouldn't make a bonehead roll for an interception and it should be made dependent from the status of your player being already boneheaded due to a failed roll or not.
Sputnik