A few things, firstly, I like this kind of proposal.
There can be concerns for how this proposal may negatively affect "stuff" (lets keep it ambiguous/open for now), but ultimately I would like to standardize how we view guidelines and low diffs functionally for the game.
Firstly looking at the guidelines for lower diffs, they do a few things, but guidelines in general are for newer mappers. I hope this is self explanatory but if need be I can elaborate on them.
Secondly, in the context of spread we know that low diffs are supposed to introduce mechanics of the game that higher difficulties utilize. In other words, Low diffs are teaching tools for new players to be more capable of harder diffs in the future.
It should be commonplace in the example that two circles following a slider end in an easy diff, both being the same spacing from said slider without any overlapping whatsoever would cause a reading issue. Newer players of any gamemode struggle reading ahead (you can test this out if you have a gamemode you have yet to play), which is normally why object density is as low as it is for lower diffs. Therefor having two near identical objects immediately accessible after a slider end is a bad practice for lower diffs. And such a problem is worse when an object later in the timeline MORE accessible than objects earlier in the timeline. (this is seen in hard diff plays as well btw). This accessibility issue is seen with single objects and spinners as well.
and more direct addressings:
>yes it is seen in replays of new players. I've introduced a bunch of new players into the game and met a bunch of normal diff/hard diff players/mains that make these mistakes all the time.
>yes there are a lot of points where spinners barely fit the minimum spinner lengty/recovery time, but those also usually suck in the context of maps anyways,
>the screenshot is not the exact best example but yes new players still make those sort of mistakes because they are still grasping the idea of how objects work, it doesn't make a lot of sense to introduce more punishment in gameplay at this level when we want to encourage people to play the game. And its not a rewarding experience to have objects on your screen just sitting there unplayed.
>guidelines aren't mean to be strictly followed most of the time, they are meant to teach mappers how new players play so mappers can teach new players how to play. Also the "just play more" attitude is never how you improve in a game like this, there are actual things you can do for your gameplay and practice sessions to improve. So I would not subject beginner players to such a sometimes fatal(in respects to staying with the game) and misleading mantra
good luck pushing this post through/possibly making improvements to the guideline itself