I think the S/SS tints should be based on the multiplier they give.
Normal: no mod
Tint 1 (1.06x): HR, HD
Tint 2 (1.12x): DT, FL, HR+HD
Tint 3 (1.19x): DT+HD, DT+HR, FL+HD, FL+HR
Tint 4 (1.25x): DT+FL, DT+HR+HD, FL+HR+HD
Tint 5 (1.33x): DT+FL+HD, DT+FL+HR
Tint 6 (1.41x): DT+FL+HR+HD
They don't even have to be separate images, they can be colored like objects are during gameplay. They could be a gradient between 2 colors, but not gold and silver since they're too close. This would be very simple to implement - two images are required, one for no mod and one for tint 6. Displaying tint 3 would be alpha-blending 50% of the first and 50% of the second image.
The advantage of this method is that the leaderboards would be nicely arranged in a gradient, and it would be simple to tell what mods you need to use to compete with others.
Normal: no mod
Tint 1 (1.06x): HR, HD
Tint 2 (1.12x): DT, FL, HR+HD
Tint 3 (1.19x): DT+HD, DT+HR, FL+HD, FL+HR
Tint 4 (1.25x): DT+FL, DT+HR+HD, FL+HR+HD
Tint 5 (1.33x): DT+FL+HD, DT+FL+HR
Tint 6 (1.41x): DT+FL+HR+HD
They don't even have to be separate images, they can be colored like objects are during gameplay. They could be a gradient between 2 colors, but not gold and silver since they're too close. This would be very simple to implement - two images are required, one for no mod and one for tint 6. Displaying tint 3 would be alpha-blending 50% of the first and 50% of the second image.
The advantage of this method is that the leaderboards would be nicely arranged in a gradient, and it would be simple to tell what mods you need to use to compete with others.