At the moment, the difficulty naming doesn't represent clear indication of difficulty progression. The actual difficulty names are in the map's description to clarify which one is which I presume. I would suggest a different naming convention like:
Or something along these lines that would indicate which difficulty is which exactly.
If you're going for ranked, the MP3 will need to be changed as it's currently still 320kb/s, I just quickly threw it into a quality converter and it seems fine tbh: https://www.mediafire.com/file/avajr06ns6lae02/audio.mp3/file
I didn't checked in details the 2 higher difficulties, but there are a lot of moments where the snapping between .metacognition("Clawtch") (4794591) and .terminus() (4781037) where the snapping are NOT the same (for example, having 1/8 in one diff while it's 1/6). This may show some inconsistency or errors. I can't tell for each case which diff is correct or not, but here's the full list (POV from .metacognition("Clawtch") difficulty):
The tool is called Mapset Verifier if you want to check by yourself btw. It's a very useful tool when making maps for ranked. You can get it here: https://github.com/Naxesss/MapsetVerifier
Both combo colours 2 and 4 are a bit too bright, with all the flashes and stuff that goes on in Kiai sections, the flashing in combination with super high luminosity on the combo colours can be a bit jarring to some people, recommend dropping the luminosity down a bit to like 190 and 170 ish respectively and bring them into more a grey tone rather than a bright white
You may have unused hitsounds files. If you don't use them, remove them from the mapset: "drum-hitnormal.ogg" :
I recommend changing the soft-hitnormal. Current one sounds like something from a custom skin, which doesn't give much feedback or blend with the song as much.