From Mapping Advise Queue.
This map is definitely clean and fun like you mentioned as your goal. It also provides quite some variety, since you always follow the most interesting instrument in each section, which is a neat skill for a mapper with few ranked maps.
I also don't think your sectioning is poor. As I said, each section is mapped differently, be it through different SVs, different rhythms or different jump usage. However, if you want even more contrast between different sections in your future maps to make them more interesting, you should try using undermapping and overmapping in sensible ways. For example, the first section of this song (until 00:05:558 -) is much less intense than the rest of the song, since there is no beat yet and only the melody plays. You showed this intensity by using small spacings, however the rhythm is still as dense as in other sections of the map because of the melody. A more contrasting choice would've been to undermap this section by ignoring most of the melody - There are these long sounds in the background which could be followed with long sliders, for example, and the rest left blank. This way you would've build up a lot of tension that makes the players more excited for the rest of the map. Overmapping in the most intense sections is also a valid tool to increase contrast, though in this map it wouldn't really work because the last section is also so dense coming from the song. It obviously sticks out a lot as it is, so there is no need to overmap here.
I also took a quick look at your Sonic Mania map and I liked it a lot. I really like how you used different mapping techniques to highlight special parts of the song on that one, for example the symmetry usage for intense transitions like 00:14:270 (1,2,1,2,1) -. Keep going that way and don't fear experimenting with different genres of songs, since it will allow you to play around with different types of patterns naturally. Good luck :3