[General]
Delete osb and full submit. Or don't. Whatever.

This song should easily be available at 192kbps MP3 and 848x480 video. (I'm pretty sure it's broadcast in 720p) Higher quality stuff is better, right? Since this is a TV-Size map, you could also use 800kbps or so video. Just to make things look better.
Ending sliders: 01:23:160 (1) are too silent to be ranked. It would be better probably to silence just the tail, and leave some volume (30-50%?) on the head.
0.2 stack leniency makes some patterns hard to read, but higher would make some patterns uglier...
The blue approach circle colour is a bit hard to see at times.
For the harder difficulties:
00:05:113 (1,2) - Much better as a slider than 2 notes; the player has no sense of the tempo yet.
[Connect]
00:18:942 (3) - Just my opinion, but this slider's really ugly. XD
00:33:941 (1) - Almost symmetrical; vertically line up the start and end points, and the middle tick should move right to the middle of the slider. If you'd like, center that.
00:38:629 (1,3) - Put these on the same spot.
01:05:816 (1) - If this is a W, it needs to be neater.
01:13:316 (5) - So close to symmetrical. Adjust it a bit so that the start and end points vertically line up?
01:21:754 (2) - Move it up and left a bit, so that the start lines up with the endpoint of 1, and that the 2's not partially covered.
I'm a big fan of perfect-looking sliders, so you notice a lot of these are about those. XD Here's a guide that you can follow if you get frustrated making them:
http://www.tinyurl.com/delicioussliderguide. Or you can ignore me.
[Light]
00:20:817 (1,2,3,4,5,6) - Pretty confusing for an Easy/Normal.
00:33:941 (1) - I think this combo would be more intuitive like this:
http://osu.ppy.sh/ss/129071 (ignore the note placements, they're not spaced properly. Just look at the timeline)
00:46:598 (2) - You have so many hitsounds in this combo that the lack of a hitsound at the center of this slider feels a bit unnatural. Shorten the slider and add a repeat or a note where the endpoint currently is? Just to maintain the 1/2 pattern.
00:54:566 (5) and 00:56:441 (4) and 00:58:785 (2) - I think having new combos on these 3 notes rather than where you currently have them feels better.
01:02:066 (5,4) - ^
01:09:566 (6,5) - ^ This one is less so because you have them in stacks, so what you have here is perfectly fine too.
01:16:598 (1) - No new combo here, just to match what you have before (or what I recommended, they both shouldn't have one here).
Looking back, this map might need a bit more approach rate. As well, you have a few jumps here; I think they're intuitive enough for Easy/Normal, but some might disagree. I won't complain about them though.
[Entwined]
00:09:567 (4,5,6,7,8,1) - Should probably be 2 squares, so move 8 and 1 a grid left.
00:11:442 (1,2,3,4,5,6,1,2,3,4,5) - A bit messy.
00:21:520 (6) - Better symmetry would be good.
00:33:941 (1) - This note and everything after it; flip it horizontally with Ctrl-H. That way the hitburst doesn't slightly cover the 2 after, and the player's mouse can continue its path right. If you do this, note that where I say "left" after here I mean right, and vice versa (i.e. my directions in mods after this one assume you chose not to flip)
00:37:457 (1) - Pull the tail a bit more to the left to line it up with the center, or pull 2 and 3 a grid right.
00:48:473 (1,2,3) - Move the 2 and 3 a bit so that it looks like
http://osu.ppy.sh/ss/129073. Tried to word out why, but couldn't find the words, so I hope you understand why it looks neater.
01:01:129 (2,3,1,2) - Move the 3 and 1 up a bit, and the 2 left a bit so that the entire sequence forms a smooth arc.
01:17:535 (1,2,3,4,1) - Feels a bit messy with the sheer number of notes, approach circles, and hitbursts.
01:23:160 (1) - Apart from what was mentioned at the beginning about the end sliders, just wanted to comment on how smooth and nice this slider is.
Probably would be better with a bit faster approach rate.
[Struggle]
Whoa. Big jump in difficulty from the previous one, especially with those jumps. I'd put this at Hard/Insane just because of those jumps and spacing things.
00:16:598 (1,2) - If you move these notes left a bit, 2,3,4,5 can form a diamond! WHOA DIAMOND!
00:22:692 (1,1,2,3,1,2,3,4,1,2,3) - This section hurts just because it's after a short spinner and you immediately go into jumps with some overlapping circles.
00:27:379 (1,2,3) - Not straight! D:
00:29:254 (5) - That sound in the middle threw me off because that spot is covered by the hitburst. Probably better not to do that, even though it looks good.
00:32:887 (6) - I don't like this note because it's hard to predict how many repeats you have in that slider and where exactly this note lands, since you use a lot of even-number-of-repeat sliders already.
00:36:754 (1) - Starting here, this map goes crazy with the jumps and larger spacing, and I'd firmly put it in Insane because of that. So even though you have 5 osu! difficulties, you don't really have a difficulty that fits well under Hard. It's like, "Easy, Easy/Normal, Normal, Insane, Insane". I think a good Hard is important, but this is really just an observation.
01:20:816 (1,2,3,4,5,6,7,8) - Is there a pattern I'm missing in these jumps? If not, it should follow a pattern to avoid looking so messy.
[Wired]
00:04:059 (1,2,3,4,5,6,7,8,9,10,11) - This combo shouldn't be here; the player has no sense of time yet, like I said before, and even if they felt the beat from the previous 4 seconds or so, this starts on a blue tick just to mess that up.
00:07:692 (1) - I don't understand your reasoning for the combos in this whole part.
00:15:192 (4,5,6) - 4 isn't lined up with 1,2,3. 5 isn't lined up with 4. And 6 is just not symmetrical. XD Personally I'd use flip and reverse to make 5 a mirror copy of 4.
00:20:817 (5,6,7) - The slider's gone by the time 7 appears, just make this symmetrical.
00:24:449 (1,2,3,4,5) - Make this symmetrical too.
00:26:793 (1,2,3,4,5) - Not straight.
00:33:473 (5) - If you turn off Grid Snap and turn on Distance Snap and hold Ctrl and move this to the left of the endpoint of 4, osu! will snap it perfectly horizontally for you.
00:39:566 (3) - Stack this under the previous 5?
00:40:973 (1,2,3) - Kinda mean antijump here.
00:50:816 (1) - The partial overlap of the endpoint by the previous hitbursts makes this look sloppy.
01:07:691 (1,2,3,4,5,6) - Is the gradually increasing spacing intentional? 1,2,3 is closer than 3,4,5,6.
01:17:066 (2) - I'd put the new combo here instead, but I still don't understand your combo scheme, lol.
01:23:160 (1) - Ooh, another cool slider.
The jumps in here are kinda mad too, but meh. I could go through them reasonably well, and it's the hardest diff, so...
[Taiko]
Seemed a bit easy for Oni, but otherwise fine. I don't really mod Taiko that much.
I warned you.