I might as well leave my few quick thoughts on score v2. Since this seems to be focused on ranked taiko maps, I'll leave any comments on converts and unranked maps (namely gimmicky ones) in spoilers. (note: edited a couple things for more clarity)
For finishers, I think the best way to implement this is keeping it like v1, where hitting the note with one key is worth much less points, but has the same accuracy and doesn't affect combo. With the new 1 million top score, it would be easier to understand how the finishers affect the total score, and it rewards players who hit finishers much more than it does in score v1. As long as they aren't combo-breakers, I'm fine with them. The timing on finishers would probably have to be cleaned up, too. Gimmick maps seem to be gaining popularity, so I don't think they should be ignored entirely. I think maps like Planet/Shaper will end up being broken with v2 no matter what happens, but it would be nice to be able to play some of the tamer ones with tons of finishers (cirno's math class). As for converts... well, they had it coming to them. It would certainly make the leaderboards for them interesting, so long as anyone still plays them.
I like the changes to sliders, here. Like the finishers, the timing would probably have to be cleaned up since if the note is too close to the slider, it makes it easy for the slider to not register any hits. The new slider scoring stops people from getting #1 on easy converts with HT Also I know there's some unranked maps with dumb sliders (including TnT songs) that would make a combo-break with a slider very annoying. They already affect the total score out of 1 million, so perhaps they don't need to combo-break? It's only a small problem.
No problems with the spinners. Having them miss might affect a few gimmick maps with spinner spam. I never liked spinner spam in gimmick maps to begin with, though... Not a big problem, regardless.
I like the new HP system, too. It's annoying to get to the end of a hard map wondering if you have enough hp, only to find out you failed. I played through some HP10 maps in v2, and I was fine with how the drain worked. It seems you guys will be tweaking this, anyways. It makes failing to 1/8 in converts a thing, but I usually end up not passing heavy 1/8 spam maps anyways.
The scoring is fine, from what I've seen. I've always liked accuracy based scoring more than combo, and this is much more forgiving with combo-breaks, which is helpful, considering that there's more ways to break combo now.
In short, I don't like the new sources of combo-breaks, and the finishers are somewhat wonky, but pretty much everything else is fine.
For finishers, I think the best way to implement this is keeping it like v1, where hitting the note with one key is worth much less points, but has the same accuracy and doesn't affect combo. With the new 1 million top score, it would be easier to understand how the finishers affect the total score, and it rewards players who hit finishers much more than it does in score v1. As long as they aren't combo-breakers, I'm fine with them. The timing on finishers would probably have to be cleaned up, too. Gimmick maps seem to be gaining popularity, so I don't think they should be ignored entirely. I think maps like Planet/Shaper will end up being broken with v2 no matter what happens, but it would be nice to be able to play some of the tamer ones with tons of finishers (cirno's math class). As for converts... well, they had it coming to them. It would certainly make the leaderboards for them interesting, so long as anyone still plays them.
I like the changes to sliders, here. Like the finishers, the timing would probably have to be cleaned up since if the note is too close to the slider, it makes it easy for the slider to not register any hits. The new slider scoring stops people from getting #1 on easy converts with HT Also I know there's some unranked maps with dumb sliders (including TnT songs) that would make a combo-break with a slider very annoying. They already affect the total score out of 1 million, so perhaps they don't need to combo-break? It's only a small problem.
No problems with the spinners. Having them miss might affect a few gimmick maps with spinner spam. I never liked spinner spam in gimmick maps to begin with, though... Not a big problem, regardless.
I like the new HP system, too. It's annoying to get to the end of a hard map wondering if you have enough hp, only to find out you failed. I played through some HP10 maps in v2, and I was fine with how the drain worked. It seems you guys will be tweaking this, anyways. It makes failing to 1/8 in converts a thing, but I usually end up not passing heavy 1/8 spam maps anyways.
The scoring is fine, from what I've seen. I've always liked accuracy based scoring more than combo, and this is much more forgiving with combo-breaks, which is helpful, considering that there's more ways to break combo now.
In short, I don't like the new sources of combo-breaks, and the finishers are somewhat wonky, but pretty much everything else is fine.