What you are experiencing is exactly the same problem as what anyone else experiences when they use wait actions with hypertriggers. That is, that two wait actions for the same player aren't allowed to wait at the same time. So one of the wait actions is delayed until the other finishes. If lots of triggers want to wait at the same time, then they stack on top of each other, making a big problem for anyone who doesn't understand that wait actions interfere with each other. This problem is sometimes called a 'wait block'.
The methods people use to get around this are to give the triggers involving wait actions to different players, or to use some other method of delaying actions. Three common methods are using
death counters or '
physical timers' instead of wait actions or the countdown timer for one of the triggers.
Just out of curiosity, why do you want to have a wait time of only 10 ms in your map anyway? It'll hardly make a difference to most things.