You can load an .xnb at any point through the ContentManager, by calling ContentManager.Load in the usual way.
However, doing this will cause problems if you are cross-compiling (building content for any platform other than Windows). For instance if you are building for Xbox, you will have produced Xbox format output .xnb files, which you can not load back into your Windows processor code.
If you care about platforms other than Windows, I would refactor this code to extract the info you need from your design time types (
Object B in this diagram) rather than the final outputs. ContentProcessorContext.BuildAndLoadAsset would be the perfect way to access this data.
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