I think the map is in a good spot, however I want YOU to reconsider a couple of things before moving forward.
[General]
First of all, I think you should lower all the ARs by 0.5, AR9 for the highest diff at this BPM is quite questionable.
LR3_Hat OCV.wav is almost inaudible in the right ear while being really loud on the left side. If you want proofs that this is unrankable, tell me, that way I can show you!
[Cup]
This difficulty is... somehow decent, let's call it, but some patterns are "dead". What do I mean? You literally have to stay in the SAME spot for a few seconds, doing NOTHING whilst the fruits are dropping. A few examples: 00:26:117 (1,2,3,1,2,3) - and 00:52:186 (3,4,1,2,3) - .
Patternship usage:
01:19:496 (6,7,8) - Something similar to what I said at the very beginning, vertical sliders are quite "bad" in these difficulties, because, unlike Standard, they are unfun to play since they don't require any movement at all. Also, the CS supports the player to find the spot in which you literally don't have to move, so it's "pause" section, which is unwanted.
01:26:738 (1,2,3,4) - And well... then we get into this. I'll use an example and then I'll tell you why yours isn't the "best" one:
https://osu.ppy.sh/ss/3714439 . Okay, there you have what I WOULD do. And this
http://puu.sh/kkMwx/1062772124.jpg is an example of what yours do. The green line implies the movement you have mapped, can you see it? It's literally linear, and it plays quite boring. The brown one is a variation of what the player is likely going to do so it doesn't get too tedious.
The problem of the difficulty is the extremely LOW CS. It's quite hard to build up something according to those values. Additionally, you have a CS spread of 2-3-4-4, which isn't a bad option, but you're breaking with the perfection on the last difficulty. If you could rise the CS of Cup to 2.5 and then Platter to 3.5, you will have something much better, and it'll help you reworking some areas of the Cup difficulty as well.
[Salad]
00:33:979 (1,2) - You can add some spacing to this pattern, it won't hurt at all! Try with (2) in x400.
00:42:462 (1,2) - Is there ANY reason why would you break with the ds on this pattern? In both previous and following pattern you're using a 1.85x distance jump, so it's quite irrelevant and unfitting to make something like this.
00:44:531 (3,4) - Aaaand this could be dashable, after all there's a Finish hitsound right there, it'd be cool!
01:26:738 (1,2,3,4,5,6,7,8,9,10,11) - Same problem as the Cup has. You could make a spinner or even something different here, why would you add unnecessary notes if there's no movement? Free combo!
[Platter]
00:19:910 (5,6,7) - I'd call this as "unrankable" and unexpected. Let's go step by step. First of all, you have 00:19:910 (5) - THIS. Seeing how you are mapping the difficulty, the slider plays incredibly bad. Just imagine yourself playing this map, you are hitting everything perfect, when... suddenly you have a 4.00x SV slider coming out of nowhere and that you MUST dash it to catch it entirely. But the problem of being a high SV slider isn't THE biggest problem here, there's even more. The slider is not curved, so even if the speed isn't "supported" by the music, it's unfun to play. Moreover, then you have a back and forth HDash in 00:20:531 (6,7) - . These type of patterns are unpredictable and counterintuitive, especially in Platter diffs.
[Rain]
00:07:703 (6,7,8,1) - Oooh, daaaaaammit, booooy. It doesn't make any sense. Maybe 00:07:841 (8,1) - that could be a HDash, but the others are being completely being forced because the background music isn't
that loud to map a 1/4 4-notes-HDash stream.
00:27:152 (6,7) - I don't see the reason behind this HDash lol. Like, there's a very similar part in the Kiai time and isn't HDashed.
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Okay, that's it!