The only difference to me, with the queues being separate, is that instead of queuing them all up to wait to collect taking 34.6 hours it will only take as long as my longest queue which is 12.5 hours - so I get the same 34.8 squads in only 12.5 hours. It doesn't prevent me from using the bear after all of them are finished.
It's relative reduction of power. Let's simplify, and assume that each building can run the queue for 1 day, and produce 10K units. Right now, you'd run all 3 in 3 days to produce 30K of units. With 2x bears for 100% increase you would get 60K of units on a single feed in the same 3 days.
With simultaneous queues you'd produce 90K of units in 3 days without bears (assuming you can sustain supplies). Using same single feed 2x bears would only increase it to 30K+30K+60K = 120K. So relative improvement with the bears over 3 days went from +100% to only +33%.
It is similar if you're using timeboosters - today your timeboosters work 1:1 to realtime as there is only one queue. With those changes, it would only work to 1:3 realtime (e.g. 3 hours of timeboosts needed for boosting 1 hour of total production).
You may think that who cares about relative differences, bears still improve things and it's an overall improvement for everyone. Well, thinking that base troop production increased by up to 3 times (!) for everyone in one fell swoop won't trigger some other adjustments - e.g. lower production in each building, higher requirements for troops etc - is a bit naive. Well, new tournaments already have higher troop requirements, so there is that. Not to mention 3x times supply requirements. And not to mention that now you basically are expected to utilize all 3 building units in 1:1:1 ratio. I don't know about other people, but as an elf there is only one unit that I produce in the Barracks (golems), and you only need so many of those. And not to mention that extra troop production won't help you to win unwinnable fights due to ramp up in enemy size. At all.
So as usual, something that looks appealing on the surface (moar troops!), but not exactly an amazing change so far. Not sure what this was supposed to solve. I mean, with no other adjustments (questionable) it will probably help the same early/mid players that do just a bit of tournament to recoup their losses. If and only if they can afford the supplies, which is questionable. It doesn't move the unwinnable wall at all.