I went back a few pages in this thread and I haven't seen this yet, so I'm gonna go ahead and try to give an objective opinion about the current scoreV2:
LN change
This part turned out VERY good. I haven't seen a single player who dislikes it yet. The way it is now makes perfectly sense, and I especially like the 1.5x tolerance of releases since those are indeed very hard to time. Even though combo will (hopefully) be meaningless, I do think it was a good idea to remove the crazy amount of combo you get from LNs, especially if HD and FI stay scaling to combo. This brings us to the next topic:
Mods and multipliers
In this topic there's alot of different things to look at: lets start with multipliers. First of all: VMs being back to x1.0 is a good thing. There is too many people who use HD or FL by preference, and even though I am currently the only one doing the same with FI i do think that one should stay x1.0 as well.
Next: DT/NC. I don't quite know how this one works at the moment, but it feels like its simply the same as NoMod except that PP is calculated with the increased StarRating ect. (correct me if im wrong). DT PP brought back alot of players that moved to StepMania/BMS/O2Jam/idkwhatelse because osu!mania didn't have enough hard maps. Yes, the DT scores are currently giving way too much PP, but this actually isn't the fault of DT but the fault of the StarRating system which heavily overrates double trills. (2 days after DT PP was released peppy said it will be nerfed after several 2k+ scores were set. Please dont do that). Nerfing DT PP would therefore be a bad idea since maps that aren't overrated wouldnt give any DT PP at all anymore. If you're planning to change something in here, fix the SR system. Doubletrills need to be nerfed, and rice needs to be buffed (have a look at empress [SC], which is currently the most underrated ranked map).
Idk how osu!standard works in this aspect, but I don't think a multiplier would make sense on DT/NC, since you can't compare NoMod scores with DT scores anyway.
About HR: I interested in why it is currently UNRANKED instead of x1.0 because I can't see how it could be abused. HR is something that should definitely be a thing, though idk which multiplier.
Random/Mirror: Random should stay unranked, because it can be abused (1handed patterns can be turned into 2 handed patterns and vice versa). But a mirror mod (in case it will ever be a thing) would be a blessing to left handed players, because some maps are very right-based (onbeat notes are right hand, offbeat left hand all the time which is very mindblocking). It even goes so far that some players actually switch their scroll direction and rotate their monitor by 180° to achieve the same effect.
Autoconverts and keymodes: Autoconverts never give a noteworthy amount of PP so its pretty irrelevant, but I dislike that changing your amount of keys (no matter if increasing or decreasing) decreases your multiplier. The key modes should be split up into separated rankings instead.
HalfTime: I don't know if this was ever addressed before, but something definitely needs to change in here. First of all: HT gives too much PP. Idk why but it does. I think that instead of halving the score, it should work the same way DT does (identical calcultion with just the decreased SR ect).
NoFail: This is something that in my opinion works with all gamemodes: NoFail should be x1.0, but UNRANKED. You shouldn't be able to be rewarded for blindly mashing through a crazy hard map.
Easy: Just like in osu!standard, this is a difficult topic. The main problem is: atm nobody uses it because instead of EZ you can pick HT which has the same multiplier but is way easier. If my suggestion to HT is applied then it could keep going with simply a multiplier below 1.0, execpt that x0.5 is too extreme. Unlike standard, you can't make up for that by holding combo since mania is acc based and has a linear score curve. i'd try going with something like x0.7 and see how that turns out.
SuddenDeath/Perfect: I don't think these need to be discussed.
Next: DT/NC. I don't quite know how this one works at the moment, but it feels like its simply the same as NoMod except that PP is calculated with the increased StarRating ect. (correct me if im wrong). DT PP brought back alot of players that moved to StepMania/BMS/O2Jam/idkwhatelse because osu!mania didn't have enough hard maps. Yes, the DT scores are currently giving way too much PP, but this actually isn't the fault of DT but the fault of the StarRating system which heavily overrates double trills. (2 days after DT PP was released peppy said it will be nerfed after several 2k+ scores were set. Please dont do that). Nerfing DT PP would therefore be a bad idea since maps that aren't overrated wouldnt give any DT PP at all anymore. If you're planning to change something in here, fix the SR system. Doubletrills need to be nerfed, and rice needs to be buffed (have a look at empress [SC], which is currently the most underrated ranked map).
Idk how osu!standard works in this aspect, but I don't think a multiplier would make sense on DT/NC, since you can't compare NoMod scores with DT scores anyway.
About HR: I interested in why it is currently UNRANKED instead of x1.0 because I can't see how it could be abused. HR is something that should definitely be a thing, though idk which multiplier.
Random/Mirror: Random should stay unranked, because it can be abused (1handed patterns can be turned into 2 handed patterns and vice versa). But a mirror mod (in case it will ever be a thing) would be a blessing to left handed players, because some maps are very right-based (onbeat notes are right hand, offbeat left hand all the time which is very mindblocking). It even goes so far that some players actually switch their scroll direction and rotate their monitor by 180° to achieve the same effect.
Autoconverts and keymodes: Autoconverts never give a noteworthy amount of PP so its pretty irrelevant, but I dislike that changing your amount of keys (no matter if increasing or decreasing) decreases your multiplier. The key modes should be split up into separated rankings instead.
HalfTime: I don't know if this was ever addressed before, but something definitely needs to change in here. First of all: HT gives too much PP. Idk why but it does. I think that instead of halving the score, it should work the same way DT does (identical calcultion with just the decreased SR ect).
NoFail: This is something that in my opinion works with all gamemodes: NoFail should be x1.0, but UNRANKED. You shouldn't be able to be rewarded for blindly mashing through a crazy hard map.
Easy: Just like in osu!standard, this is a difficult topic. The main problem is: atm nobody uses it because instead of EZ you can pick HT which has the same multiplier but is way easier. If my suggestion to HT is applied then it could keep going with simply a multiplier below 1.0, execpt that x0.5 is too extreme. Unlike standard, you can't make up for that by holding combo since mania is acc based and has a linear score curve. i'd try going with something like x0.7 and see how that turns out.
SuddenDeath/Perfect: I don't think these need to be discussed.
300 & 300r
although i have a very bad acc compared to other players on my level (which means i suffer alot from this change), I do think it is a good idea to decrease 300's to 60/61 (~98.36)%. It makes sense and also solves the problem of top tier players having 99.xx % EVERYWHERE. Some players aren't even able to pass a map without getting an S since they are so accurate. Having everything decreased a bit would be a good thing. There's just one thing im afraid of: If the PP system stays unchanged in this aspect then a better performance is required on the same map to gain the same, which would be a big problem to low acc passes. The one thing i like most about mania is the fact that you are rewarded for how good you play in general. Even a barely-pass with horrible acc can be your top score if its done on a map that is very hard for your standards and I really want to keep this.
combo
Here we are, at the most controversial topic of them all. I don't even know what to say about it at this point. I don't want mania to become frustrating like standard. Right now when you miss a note in mania, it drops your acc a little and thats pretty much it. While in standard, if you miss a note then your score is instantly worthless. I'm not going into detail about how stupid i find that since this thread is about mania, but I do want to say: PLEASE DON'T DO THIS TO MANIA! I want mania to be acc only (In my opinion you could even go so far to completely remove score and use acc for scoreboards) and I am sure many players (especially those who came from other VSRGs) will agree with this.
SV changes
Here comes something completely new: Would it be possible to add SVs to the SR calculation system? I know it's going to be hard to make this system unabusable (so that invisible notes ect don't lead to infinite SR ect) but I have faith in the developers to be capable of making it happen. But before that, I'd like to hear some opinions on this.