Most of my points are formed from the perspective of being a mapper and high level player. Keep that in mind. Also I didn't read anything in this thread I'm just throwing out my opinions based off what is written in the OP.
- Combo breaking on Spinners and Drumrolls seems really harsh because they are intended to be filler, not a mechanic that defines your skill. Nothing about missing a couple bonus points warrants your overall score of the map being diminished. But if the mechanics behind Spinners and Drumrolls were changed to have something that actually take some skill and not mindless mashing to the rhythm, then misses for incomplete sections would make sense.
- Having combo breaks on incomplete Finishers almost falls under the same realm as my argument for Combos and Spinners. Finishers are rarely used with the intention of the player hitting both sides while designing a map. More times than not finishers are just sound aesthetics. The only time this would be untrue are cases where the mapper is placing finishers at the ends of 1/3 and 1/4 streams, or 1/3 finisher spam similar to this map: https://osu.ppy.sh/s/237306 While the latter is much more rare case it is worth mentioning.
Hitting 2 keys at once is no amazing feat reached by the player with tons of practice, but hitting the keys at once in succession directly after streaming (or even while streaming in the case of 1/3 note) is something that takes some time to learn and perfect. So when the majority of the time finishers are not being used as something that takes that specific skilll, having a combo break for them being incomplete is unfair.
- HP staying the way it is now but misses just being weighed more heavily? The mania HP system would be much better for taiko and give passing maps more value. Most of the time you can just play the last sections of a map decently and you'll get a pass when you've tanked the first portion. This is mainly to blame because no one uses very high HP in ranked maps, but also by how the HP system currently works.
- Combo breaking on Spinners and Drumrolls seems really harsh because they are intended to be filler, not a mechanic that defines your skill. Nothing about missing a couple bonus points warrants your overall score of the map being diminished. But if the mechanics behind Spinners and Drumrolls were changed to have something that actually take some skill and not mindless mashing to the rhythm, then misses for incomplete sections would make sense.
- Having combo breaks on incomplete Finishers almost falls under the same realm as my argument for Combos and Spinners. Finishers are rarely used with the intention of the player hitting both sides while designing a map. More times than not finishers are just sound aesthetics. The only time this would be untrue are cases where the mapper is placing finishers at the ends of 1/3 and 1/4 streams, or 1/3 finisher spam similar to this map: https://osu.ppy.sh/s/237306 While the latter is much more rare case it is worth mentioning.
Hitting 2 keys at once is no amazing feat reached by the player with tons of practice, but hitting the keys at once in succession directly after streaming (or even while streaming in the case of 1/3 note) is something that takes some time to learn and perfect. So when the majority of the time finishers are not being used as something that takes that specific skilll, having a combo break for them being incomplete is unfair.
- HP staying the way it is now but misses just being weighed more heavily? The mania HP system would be much better for taiko and give passing maps more value. Most of the time you can just play the last sections of a map decently and you'll get a pass when you've tanked the first portion. This is mainly to blame because no one uses very high HP in ranked maps, but also by how the HP system currently works.