you seem to use a lot of multi-reverse sliders (if thats what they're called lol), which is discouraged according to the ranking criteria. i would suggest you make them sliders with circles here and there.
00:00:870 (1) - touching hp bar, should move down a bit
00:24:270 (5) - tbh i think two 1/4 sliders instead of a repeat sound better rhythmically. it covers the important sound as well so g
00:28:470 (2,3) - ds
00:36:270 (5) - overlap here isn't really the best choice, since a new player can misread it easily. same goes for the next 3 sliders
00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this?
00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) -
00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds
00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap
some type of gun:
00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change
00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle
00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail