Regarding the angle thing that got mentioned briefly several posts back, I think a lot of underweighted and overweighted aim patterns could be brought more into line just by considering the angle between the current straight line path and the previous straight line path. If you call that angle theta, something as simple as d^(a-cos(theta))/t^(a+cos(theta)) rather than d^a/t^a (where I think right now a=3) would fix a looot of problems. Would need to use a smaller measuring stick for distance in order to make it actually work, but that would be probably easy enough to find a good approximate value for.
Doing that correctly would nerf "slow" DT farm maps relative to faster ones - DT farm maps have lots of jumps with small angles between consecutive paths and the change I'm suggesting would make such jumps more dependent on effective bpm and less dependent on distance between notes. On the other extreme, large spacing with really wide angles would be buffed, but would scale less with effective bpm - things like the ridiculous quintuples in Genryuu Kaiko or any pattern at all in Worldwide Choppers.
Doing that correctly would nerf "slow" DT farm maps relative to faster ones - DT farm maps have lots of jumps with small angles between consecutive paths and the change I'm suggesting would make such jumps more dependent on effective bpm and less dependent on distance between notes. On the other extreme, large spacing with really wide angles would be buffed, but would scale less with effective bpm - things like the ridiculous quintuples in Genryuu Kaiko or any pattern at all in Worldwide Choppers.