i really like your use of repetitive placement of objects - things like 00:10:772 (5,6,1,2), how 5/1 and 6/2 share placements, make me really happy
00:06:454 (3,4,5) - this specific patter feels like it isn't in sync with the music. specifically, the sounds in that section are played on a more complex 1/6 rhythm like this:
now, that's both too complicated and fast to click to, especially in a normal. however, the way you mapped it really doesn't fit. the most important sounds are on the head and tail of the third slider, as well as the fifth circle, but the fourth slider sort of... feels like it's just there to be there?
there are a couple of ways you could handle this, such as:
any combination of those elements would work. i'm not sure about the sliders in the first example being apropriate for a normal difficulty, but you can use any combination of elements that i showed in my examples. i particularly like the second example because it allows the player to click only on white ticks, which is very natural for gameplay.
01:27:590 (3,4) - i see what you're trying to do here. you're using the 1/4 note stack to get the player to click on the blue tick, as well as emphasize a sound that happens on that red tick. although that's a good strategy to cover a lot of ground, having two notes that close together in a normal difficulty is a big no-no.
you should try to replace the entire section of 01:26:454 (1,2,3,4) with something more like this:
(or similarly, like you did here: 01:33:727 (1,2,3) )
it emphasizes fewer sounds in the song and is less interesting, but unforunately that's just something you have to do with normal difficulties.
you also use it here - 01:42:136 (3,4) - and here - 01:56:681 (3,4) - and a few more places in that section of the music. i'm not going to link all of them because i think if you go through the process of finding all of them yourself and coming up with a solution for each of them you'll get a better understanding of how you want to fix the problem.
01:24:181 (6,1) - i have less of a problem with this than i do with the thing i mentioned above. that's because this one,although it is a 1/4 beat gap, is not a 1/4 beat gap between clicks, and is therefore somewhat more playable. I still would caution against using that 1/4 beat gap and recommend you use 1/2 beat gaps instead, but i can't say for certain that this particular type of gap is unrankable. the one i mentioned above though, definately is.
you use the same gap in other places, like here - 01:31:454 (4,5) - and here - 01:38:727 (6,1) - and you may want to at the very least reconsider them because i'm not sure it can be ranked with those sections like that
i can tell you that the 1/4 beat gaps are only located in the kiai section so you don't need to scan the whole thing for those gaps, only that section.
if you fix those things, there's only one last thing i would say that is worth brushing up on, and it's consistent through all of your difficulties - your visuals could do with some tightening up. this is very, very opinion-based, but it's something i'm really passionate about and think is important particularly for lower difficulties.
for instance, 00:28:272 (1,2) - that looks like a pattern that you wanted to have as a blanket, but the body of the first slider is closer than the tail, which is closer than the head, to the head of the second slider. other problems with visuals being slightly off arise in places like 00:19:181 (1,2,3) and 00:52:818 (6,1). you can either go through and check everything manually, or you can try finding some sliders that are properly blanketed (or making some) and copy-pasting them to make sure you have every slider looking really precise.
that's a lot of work, and i don't nessecarily recommend remaking the entire map based only around that advice, but it is more something you should try out with later maps (although nothing's stopping you from doing that with the map you currently have)