00:12:432 (1,2,3) - i don't think this should be over simplified like this. In hard diffs you often see repeating reverses for drum rolls like this, so maybe you could do something like https://osu.ppy.sh/ss/18177416/e3f9
00:16:278 (4) - here this is a circle, but here 00:13:202 (2) - it's a long slider. maybe choose one way and use that in both spots for consistency
00:18:778 (6,7,8) - i think this could be mapped as a reverse, it's not in an intense part of the song, so making it active 1/4 seems a bit much (also maybe NC 00:16:086 (3) and 00:18:586 (5) )
00:37:432 (8,1) - since this isn't overlapped like all the other 1/2 spots, maybe increase spacing to make it more obvious that it's a jump (something like 00:21:471 (5,6) - spacing)
Spacing and contrast is fine imo, in the second part, the SV increase, and I add the "jumps" you have mentioned 00:37:432 (8,1) - 00:40:509 (6,1) - etc. Also, those jumps should be less spaced, because this part isn't that intense as the other ones, it's pretty calm.
01:20:702 (1) - since this double repeat long slider only happens one time in the whole map, i think it's best to get rid of the second repeat and make it a circle instead like https://osu.ppy.sh/ss/18177462/eb54 or two long sliders like https://osu.ppy.sh/ss/18177465/f3dc. I think some players might sliderbreak on this otherwise since they wouldn't be expecting the second reverse
01:26:086 (4,1,2,3,1) - this pattern might be hard to hit for players (since it's linear and constant spaced). I think either changing the shape/spacing of the jumps or even simplifying the rhythm to something like https://osu.ppy.sh/ss/18177444/3cf2 might be good since it's the end of the song anyways and you don't want players to choke here.