...you single this? 
The colour order is different because I took one out and put it back. I personally don't like the yellow so I only used it for those odd stacks. BD, it's up to you if you want to set them to the original order.
New combos don't make sense at those spots unless I split up EVERY new combo in 2, which isn't logical to me. They are single phrases and should be single combos. It's a mistake to think that new combos should be used to mark jumps--rather, good places for jumps tend to be the correct places for new combos. Since there are jumps everywhere, this pattern doesn't really hold. Hopefully, the jumps should flow right.
The first combo looks to be spaced consistently enough for me. The spacing has a definite logic to it, which should play comfortably. The second one (purple) doesn't even have jumps? The streams are just condensed which makes perfect sense to me. Leaving them non-overlapping would be trololo and too much like the next diff.
BD: Could you please apply a vertical flip to 00:53:149 (8,9,10,11,12,13,14) - (second half of the red combo). This should make the jump flow better and be less jarring.
Edit:
DC Normal:
00:31:593 (2) and repeats - The whistle sound begins a 1/4 late which is extreemely noticeable. Best practice I guess would be to put the green line 10ms after the slider begins. (You could move it as close as ~5-6 but this may not be future proof.)
00:48:593 (1,2) - Use soft sampleset, as on the other difficulties
00:57:038 (5,6) - Move 3 opx down/right so this stack lines up ingame.
01:17:038 (1) - This is a bad slider and you should feel bad. You're clearly not very good at shaping sliders.</eph> Also try and fix spacing while you're here.
01:18:816 (1) - One lv4 grid up.
Xgor:
00:36:149 (1,2) - Spacing
01:00:149 (3) - Symmetrify

The colour order is different because I took one out and put it back. I personally don't like the yellow so I only used it for those odd stacks. BD, it's up to you if you want to set them to the original order.
New combos don't make sense at those spots unless I split up EVERY new combo in 2, which isn't logical to me. They are single phrases and should be single combos. It's a mistake to think that new combos should be used to mark jumps--rather, good places for jumps tend to be the correct places for new combos. Since there are jumps everywhere, this pattern doesn't really hold. Hopefully, the jumps should flow right.
The first combo looks to be spaced consistently enough for me. The spacing has a definite logic to it, which should play comfortably. The second one (purple) doesn't even have jumps? The streams are just condensed which makes perfect sense to me. Leaving them non-overlapping would be trololo and too much like the next diff.
BD: Could you please apply a vertical flip to 00:53:149 (8,9,10,11,12,13,14) - (second half of the red combo). This should make the jump flow better and be less jarring.
Edit:
DC Normal:
00:31:593 (2) and repeats - The whistle sound begins a 1/4 late which is extreemely noticeable. Best practice I guess would be to put the green line 10ms after the slider begins. (You could move it as close as ~5-6 but this may not be future proof.)
00:48:593 (1,2) - Use soft sampleset, as on the other difficulties
00:57:038 (5,6) - Move 3 opx down/right so this stack lines up ingame.
01:17:038 (1) - This is a bad slider and you should feel bad. You're clearly not very good at shaping sliders.</eph> Also try and fix spacing while you're here.
01:18:816 (1) - One lv4 grid up.
Xgor:
00:36:149 (1,2) - Spacing
01:00:149 (3) - Symmetrify