quick recheck
[Death]00:38:076 - 0.01x SV is unrankable. The lowest value you can use is 0.1x. Please fix that. Additionally, using a 10x SV on the 1/16 before the beat at 00:38:310 - kind of makes this entire thing look like a complete standstill. I'd just do what you did at 00:35:576 - 00:35:638 - 00:35:701 - instead, with the 3x SV, .5x SV, and then 1x. Also, please change this on Extra and Expert too. Most SV suggestions can apply to the other SVed diffs.
00:31:451 (31451|0,31471|1,31492|2,31513|3,31534|0,31555|1) - 00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2) - And so on. These sounds are of indeterminate snap, which is why I'd recommend you just simplify it to 1/8 instead of 1/12 because moving from common timing to compound timing in a burst is harder to read than if you kept the same common factor (in this case, 4, so 1/4 // 1/8 // 1/16, so on).
00:33:951 (33951|1,33992|2,34034|3) - 00:34:201 (34201|1,34242|2,34284|3) - These are supposed to be 1/8 as there are 5 total variations in the sound, as opposed to 4. I'd try arranging it like so
https://osu.ppy.sh/ss/730580200:34:451 (34451|3,34492|2,34534|1) - As for this, this is a snapping inconsistency between the Death difficulty and the Extra, as extra used 1/4, but Death uses 1/6. Please make the snapping consistent as the sound is 1/4 here. To keep consistency with the next notes, I'd do something like this
https://osu.ppy.sh/ss/730582100:39:576 (39576|0,39596|1,39617|2,39701|3,39721|2,39742|1) - Similarly, I would really suggest against using snaps divisible by 3 (1/3 // 1/6 // 1/12 etc) for things you can't get the real snap from. I'd just do 2 1/8 bursts like so
https://osu.ppy.sh/ss/7305857 . What I think would be better though, is to use 2 1/2 LNs like you did in the Extra diff.
00:39:951 (39951|1,40076|1,40201|1,40326|1) - Most everything in the map so far has had a maximum stack length of 3 notes. This is 4 notes, but seeing as it's capped by two triples, there's nothing you can really do about it. However, I think using a trill would be easier as changing the direction of the 1/4 here is harder to play imo. Try this instead
https://osu.ppy.sh/ss/730588300:40:451 (40451|0,40576|0,40701|0) - Assuming you used the above pattern, I would try this to get rid of the 4 note stack here and move it onto the hand hand instead
https://osu.ppy.sh/ss/730589600:41:576 (41576|3,41701|3,41826|3,41951|3) - Similarly, try to avoid making stacks longer than 4 notes if possible
https://osu.ppy.sh/ss/730590700:45:576 (45576|1,45701|2,45826|1) - I would make this easier to hit by just using [12][34] complementary pairs so that the player doesn't need as much coordination to hit the notes and it gives each hand a beat of rest, like this
https://osu.ppy.sh/ss/730592200:47:576 (47576|3,47596|2,47617|1,47638|0,47701|3,47721|2,47742|1,47763|0) - Similar to what I mentioned above about using 1/12 snaps for indeterminate sounds, I'd just simplify it to 1/8.
00:55:326 - Honestly, I don't think this sound is heavy enough to use jumps on. I'd really just make them a single note 1/4 burst, but you can use a more random direction to get a more difficult feel, like this
https://osu.ppy.sh/ss/730596501:01:576 (61576|0,61596|1,61617|2,61638|3) - This burst actually ends on 01:01:701 - , so I'd simplify to 1/8 and make it like so
https://osu.ppy.sh/ss/730597101:05:576 (65576|3,65596|2,65617|1,65638|0) - Similar to the above, make it 1/8 and end at 01:05:701 -
01:09:576 (69576|0,69596|1,69617|2,69638|3) - 01:13:576 (73576|3,73596|2,73617|1,73638|0) - ^
01:10:201 (70201|0,70201|1,70326|0) - This is kind of an ass to hit due to the fact that the LN is on the stronger index finger, meaning you're forcing the player to hit the short notes with their weaker middle finger which is way harder to do due to how the strength of each finger is reliant on that of the others. I'd flip the pattern like this for that reason
https://osu.ppy.sh/ss/730599101:19:451 (79451|0,79471|1,79492|2,79513|3,79534|0,79555|1) - Use 1/8 aaaaaaaa
01:23:388 - 01:23:638 - If you want your SVs here to be a little more readable, you'll need to make this value 1.9x so that it totals an average of 1x throughout the SV sequence. Also, I feel like using .1x is a little too strong here. You can keep the 1.5x SVs the same if you make 01:23:326 - 01:23:576 - .5x as that will also add up to 1 ([.5 + 1.5] / 2 = 1)
01:26:326 (86326|2,86451|2) - I'd move this stack onto the other hand to share more of the strain across both hands, like this
https://osu.ppy.sh/ss/7306043 . I also moved the LN around for a bit more of comfort
01:36:576 (96576|2,96701|2,96826|2,96951|2) - 4 note stack, and not to mention on the same hand as the LN. Ouch. Try this instead
https://osu.ppy.sh/ss/730605601:39:388 (99388|2,99451|1,99513|3,99576|2,99638|1,99701|3,99763|2) - I'm not really hearing where the 1/4 is coming in here. I think you're just mapping the drawn out synth here, but the pitch doesn't vary at all, so I get this feel that they're ghost notes. Anyways, I would just remove them to better accent the sudden loss of intensity in the moments before the kiai.
01:41:326 (101326|0) - Think it'd player easier if you moved this to 2. Then you could extend 01:41:201 (101201|0) - to it's full length and end at 01:41:326 -
01:48:576 (108576|2,108701|3) - I'd flip the columns as it's easier to go from outside columns to inside columns when playing, and especially when holding LNs imo
01:50:576 (110576|3,110576|2,110763|3) - Similarly, I'd try to avoid stuff like this and caging shorter LNs by a longer LN. Try this
https://osu.ppy.sh/ss/7306109