OK, finally got to modding this! Sorry for the lateness, had an essay to do... 

- General
01:32:977 (Break) I don't think you need it, one break should be enough. Ignore if you no like.
00:09:488 (1) - You got a bpm for this part for a reason, you should use it. I don't think having unsnapped notes is rankable as well, especially one you can see so clearly. It's done on purpose, but I really dislike it. Its hard for a player to catch out first thing in the song and its quite unprofessional to do this for a map for rank. Use Timing --> Resnap and Timing --> Recalculate Slider Length. That's why we need those options
Standard
00:26:594 - No new combo
00:27:105 - New combo here. If you hear it is just as the part at 00:31:190, which you did place new combo at.
00:28:126 - No new combo.
00:29:147 - New combo.
00:34:764 (4) - 2 grids to the right, so that it is on the same x as (3) ends at, that looks better. Distance snap the fallowing notes.
01:56:467 - No new combo. New combo at (2). Look at how u done it previously, 1:03:871, you didn't start this slider with a new combo, so don't do it with this one.
02:11:275 (1) - 1 grid down
02:11:786 (2) - 1 grid to the left.
Hardcore
Have to say, its a shame you didn't just made faster slider by changing slider velocity, because it would totally suit the beatmap to have speedy sliders as well as higher spacing, as it is a bit overmapped. A song does not need to be overmapped to make it hard though, a higher slider velocity and bigger spacing could make up for it, that's why you could have had less notes to press but it still would be hard as the spacing would be bigger. Beatmaps which too many notes but small slider velo and spacing most of the time end up being impossible for mouse players. You might like to think about it, but I understand it is a lot of work so I won't nag you. Take caution with your next beatmap..?
Oh, and also... Higher the HP Drain Rate as all the little sliders such as at 01:15:105 can make a player go from nearly drained HP bar to fully regenerated one, lol. Make it 7 or 8?
00:30:552 (5) - Try not to cover sliders with sliders, put this slider a bit further from (4) so that they don't go over each other.
00:47:530 - I suggest placing a beat here as tall white slider ticks are the most important ticks as far as I am concerned, as they are the first tick you hear in a set of 4.
01:14:339 (2,4) - Make it exciting just before the break - Don't snap 2 together with 1 or 4 together with 3. I would jumps here personally.
01:26:339 (1) - 3 grids up?
01:53:275 - Maybe remove (2), move the slider after forward to where it was and repeat? I think it sounds better.
Lolicore
00:23:275 (2) - Symmetry here. (2) should be the same as (1) turned horizontaly + verticaly.
00:23:786 (4) - Again symmetry. (4) = (3) turned horizontaly + vertically.
00:34:892 (1) - 2 grids up and one grid to the left.Should then make a diagonal slider lane, so the 2nd gray circle should be a bit higher than it is currently.
00:36:424 (6,7) - Should be placed directly under (5), if it doesn't fit then put (5) a bit higher. (7) should be a straight slider as well I think...
02:04:764 (?) - I'm certain that it is unrankable, as you can't see that those are sliders.
02:07:062 - New combo