Finished playing this one last night (took much longer than the others), and like the other packs it certainly delivered what I expected.
Firstly I would say that using this version of DOSBox (https://www.vogons.org/viewtopic.php?p=584684) (with savestates) is mandatory for QFK3 - not only to avoid tearing your hair out over the awful controls, but also because the puzzles can get really complex and you'll want to test and backtrack a bit. It can occasionally lead you astray onto backroutes that involve silly timing/positioning tricks (see spoiler for examples) but the benefit is far greater.
Classic 30: Used the 2nd hadouken to hit the bird just as he was swooping down to the swimmer, and got the underground straggler out by digging/bombing/building from the other side.
Egyptian 30: Set up a reversible jumproute across to the stragglers with a precision bomb/brick trick, and used 3 lemmings to get all the climber skills down by the exit (via turning, jumping, shimmying and bomb-carrying) in order to get the missing bricks to make the straggler route safe. (the pack fell from the right, not the left)
Shadow 30: Didn't require any silly timing tricks, but I built all the way across from the timer/climber ledge to the stragglers and all the way back across the water to get them out.
I also recommend turning off the music and playing the Amiga mods in the background instead...they are just superb.
https://www.lemmingsforums.net/index.php?topic=1803.msg44855#msg44855
(note that every track is numbered wrong in the above link - the correct order is shortest to longest in each tribe)
Now, onto the tribes themselves:
Classic: First up it's the newly-transformed Industrial tribe. Manual labour is the appropriate order of the day, and you'll learn all the tricks of the trade as you go through (many of the puzzles that tripped me up involve new techniques, such as getting 2 lemmings up a shaft using 1 set of bricks). Highlights included 14 (longest bridge ever), 22 (tallest bridge ever), 23 (how do I dig up the way?) and 18 (think I backrouted it with a bomb trick). Many of the final levels also, despite not quite reaching the original 28 in terms of sheer size. I also think it's quite ironic that the only tribe without an attractor* ended up navigating two terrain types that are also music types. (jungle and metal)
* yes, I have seen the video...you can't really call it music. Still beats modern pop, though.
Egyptian: Next up are the only tribe that appeared to land in the right place. It's all about plungers*, though the effect on the levels is less pronounced than the previous lot (understandable, really). Still, you'll learn how to scrimp+save every last climb/shimmy just like you did with digs/bricks in the previous tribe. Highlights include 21 (big pyramid), 28 (how on earth do you get him out with no bricks?), and 30. (I really know how to make it harder for myself)
* dunno why they didn't figure out how to climb and shimmy with the same plunger...would've made for some really interesting puzzles.
Shadow: We finish with the tribe that swapped the Far East (via Europe) for the Far West. Supposedly they specialise in blowing up monsters, but in reality you'll end up doing all kinds of fancy tricks before bumping them off in a different way (right from the customary no-skill level 01). They do use their other specs in plentiful ways though (esp. bombs...you'll pick a few tricks up here), and I really like how the buildings were woven into the levels...like the corresponding QFK2, they do look like part of a town/city. Highlights include 19 (almost symmetrical but so different), 20 (how do I get down town?), 23/28 (monstrous), 26 (epic), and ofc 30. (how many timers?)
Overall it was a blast...the game throws up some really good puzzles despite the vast changes from the format. And QFK3 takes that to new heights, with some wonderful puzzles that get just as clever and complex as in QFK1+2. I did get the occasional weird bug* but like the other problems, those are all within the game engine - it's definitely worth checking out if you can get past that.
* a specific lemming would suddenly go splat from any height...only way to fix was to "rewind" and assign different skills etc. or restart altogether.