The biggest problem imo, is the inconsistent REACTION_TIMES. It would be one thing to have T2 take longer than T1, T3 longer than T2, but to give different times for different reactions makes optimizing and rewriting lab logic overly complicated as some T3 boosts are just clearly not worth the time involved anymore, while others still may be.
So not I need logic that says go ahead and produce XLHO2 as normal, but not XZH2O because it's not worth the time, so stop the chain at ZH2O. Don't bother with XGH2O anymore, which was previously the #1 priority, because you can't possibly produce it fast enough to keep upgraders boosted, so better GCL strategy is now to claim, upgrade, unclaim, repeat until that gets nerfed.
Basically you can't really create lab logic that applies to all reactions equally anymore because reaction times are now unequal.
I'm not sure this makes T1/T2 more viable, since T3 is still the optimal effect per creep / tick / cpu cost which are important factors. Really it just makes some T3's unviable by creating an artificial limitation that further slows down the game and reduces the reward for time / effort invested.
Just my experience with it so far. It certainly causes a need for rethinking various strategies, and that probably appeals to the Max GCL, liable to get bored / stagnant crowd. But I'm not sure complicating lab systems while reducing the reward will inspire new players or even mid-level players much.