The difficulty gap between easy-normal-hard is too disproportionate.
Let's look at this chain in the Normal difficulty 00:43:931 (1,2,3,4,5,6,1,2,3,4,1,2,1,2,3) - three measures of length, three 1/4 sliderends, 00:44:742 (3,4,5,6,1) - five actives in a row.
So now let's check how it looks the Hard difficulty in the same part 00:43:931 (1,2,3,4,5,1,2,3,4,5,1,2,1,2,3,4,5) - spreads usually should introduce NEW mechanics, or at least, strongly enhance one already introduced. But currently the only thing is more note density.
Finally, the Easy difficulty 00:43:931 (3,4,5,1,2,3,4,5) - despite being a common easy diff structure, seems extremely simplified for this spread because then the normal use all those new things. A new player moving from Easy to Normal has a 100% chance of being overwhelmed.
I strongly recommend you nerf this normal difficulty:
You could argue that if you improve what is easy for a normal baby it might work, but then there would be no point in the spread as a progression if they barely introduce things. Honestly, in the current state, normal-hard-insane are so close that you could remove the hard and with some tweaks it would work.
We've made some modifications to aid the close gap in star rating between normal & hard.
Each difficulty introduces something i.e Normal introduces 1/4 rhythms, Hard introduces the Kick Sliders & Jumps, Insane introduces bursts, Top introduces variable SV.
Within the hard difficulty, we do introduce jumps throughout the map. Not to mention Kick sliders rhythms like 00:43:120 (3,4,5), 00:57:310 (2,3,4), 01:23:256 (1,2,3) & 01:35:012 (3,4,5) added to the mix.
I appreciate the feedback and if you have any concern, let us know.