As someone who plays chemist most of the time, I find it really annoying and disruptive. I'd gotten down a rhythm where I could plot it out multiple steps ahead and get the reaction I wanted every time. With the new change, I'll try to do that and get a reaction I wasn't going for because I forget about the new delayed reaction. While I understand the idea and concept behind it, it's also a bad thing if you're a late joiner and chemistry has been empty all round. I've showed up to rounds and gotten screamed at over the medical comms to get to my lab and make a certain medication. If it's super simplistic? This change doesn't matter much, but when I have no surgeons on staff and I'm being screamed at to make Peridaxon, which already takes a bit, this change makes it take exponentially longer and people wind up dead.
Decent idea, poor execution. In slower, more RP oriented rounds it'd be great but in mixed secret when people are constantly being murdered or worse, the time lost with these changes can mean people are dead before you can make the chems needed to save them. Especially as a late joiner. It'd also be really off-putting to new people trying to learn the job, because they'd follow the wiki guide and wind up messing up due to the delayed reaction and wonder what's going on. It could serve to drive potentially decent or even great chemists away from the job.