One major flaw or issue is if one has multiple productions qued up then the production itself moves to a halt. Sure all the buildings finish but it will still take the 29 turns for all the buildings you have qued up anyway. But if you would like buildings to come out sooner, then you would have to micromanage each individual building to ensure that your production can go quickly.
Also, given a large amount of buildings the game will have to divide each of the work load which may inevitiably result in roundoff error which would have to be addressed.
A solution the issue I address is to divide the work-load amongst the first 3 qued buildings and have them built simulataneously, but in the long run it will not shorten the time it takes to build such buildings anyway (or at least significantly).