The difference comes from the fact that hair diameter is hadled differently between Eevee and Cycles, and Viewport rendering is Eevee based.
In Cycles you can set the scale of the diamater in the Hair Shape tab of every particle system, so a quick solution is to alter this value as I did in the left side of my example.
For a solid workflow you should Apply Rot and Scale (Ctrl A) before using particle systems or any other function and modifier that relates to real world measures: in your case the 0.008 scale makes troublesome to use default values on the particle hair system, but if you Apply scale now, you will have to rework your hair particles from scratch.
