00:20:046 - 00:31:280 - rhythm in this part feels a little bit way too monotone since there are only 1/1 spams, would suggest to change few notes to 1/2 sliders to bring some dynamics in. for example you can change 00:22:088 (1) - / 00:24:131 (1) - / 00:26:173 (1) - to 1/2 sliders to follow the vocal layer a little bit
00:56:301 (3) - would suggest to change this into a 1/1 reversed slider so you could still have that "holding" effect on vocal representation + you can conveniently also follow the drum at 00:56:812 - as well. if you want to preserve that rhythm then i'd still suggest to not making the natural cursor movement between the end of 00:56:301 (3) - and 00:57:067 (1) - pass through the sliderbody of 00:56:301 (3) - since it feels... pretty tricky to me readability-wise
01:23:493 (4,5,6,1) - i'd strongly suggest you to not put that 01:24:386 (1) - which appears after 01:23:237 (3,4,5,6) - - between 3 and 456 since it is highly possible for players to wrongly hit 01:24:386 (1) - right after hitting 01:23:237 (3) - due to their visual overlap which indicates a 1/2 rhythm. a simple solution could be just manage to move 01:24:386 (1) - at the downside of 01:23:493 (4,5,6) - (e.g. https://rsak.s-ul.eu/nYlMl7fY ) to ensure the consistent visual representation of time spacing. you may need to rearrange few of the following objects too
02:21:578 (1) - same thing here, you'd need to move this out from the small niche defined by 02:20:301 (2,3,4) - so players won't wrongly hit it after hitting the 2 and get confused. one possible solution could be https://rsak.s-ul.eu/edH2iQ8b
same problem and similar logic of solution applies to 02:20:301 (2) - , 02:26:173 (2) - , 02:41:493 (4,1) - , 02:44:046 (1) - , 02:47:620 (3) - , 02:48:131 (1) - and 02:52:471 (2) - too; for these you could try something like (respectively):
02:20:301 (2) - https://rsak.s-ul.eu/GVbX5WMz
02:26:173 (2) - https://rsak.s-ul.eu/Hlu93W6Z
02:41:493 (4,1) - https://rsak.s-ul.eu/jCmE6AFf
02:44:046 (1) - https://rsak.s-ul.eu/s9hhCwCi
02:46:088 (1) - https://rsak.s-ul.eu/Ax3YOI6F
02:47:620 (3) - https://rsak.s-ul.eu/Rp6GwEev
02:52:471 (2) - https://rsak.s-ul.eu/jxs3ej33
or simpler solution, remap sections with problems i mentioned above that appear way too frequent and keep the gist of "only overlap 1/2 rhythms" in mind
you for sure may need to rearrange their neighboring objects to ensure visual spacing consistency after having done the fixes
02:00:003 (3,4,5) - personally am not a fan of this since you put the sliderend of 5 closer than 3 instead of 4 (which appears earlier than 4) so players would probably hit the wrong object judging by the visual spacing. i'd thus suggest to make 02:00:003 (3) - visually more closer to 4 than 5 (could do something like https://rsak.s-ul.eu/d6ooTPZv )
02:12:897 (2,1) - this is similar but could happen less possibly, could just do something similar as https://rsak.s-ul.eu/7fUI7nHL so players won't hit the sliderend of 02:13:407 (1) - which is visually closer to 02:12:897 (2) -
02:33:833 (3,4) - you could also try something like https://rsak.s-ul.eu/rsprnomA too here for the similar reasons
rearrangement of few other objects may be necessary if you decide to accept my advice
02:05:237 - feels pretty weird that you didn't map this drum especially considering that you have always done something to cover this in the previous 2 chorus, so i'd recommend to map this (like just put a circle is enough) so all your chorus would feel rhythmically consistent
it is not recommended also because that the visual at 02:04:471 (4,5,1) - feels tricky because of the similar reason stated in #2730313