If you look at every ranked map's 'Easy' ever you will see that the distance between objects is always 1.00x, unlike in this map, where it's 1.30x or 1.20x most of the time. This isn't allowed in Easy difficulties as it confuses new players. You don't want all your hit objects overlapping either which would happen if you change all the spacings to 1.00x with your current slider velocity. The best option here is to change the overall slider velocity of the map (in the timing tab) to something like 1.80x instead of the standard 1.40x. This would mean you have to tweak the whole map. Because of this reason I will hold back from giving any other comments on this difficulty.
Same goes for this difficulty. After applying the changes, I also suggest you hold back from using patterns like 00:27:067 (1,2,3,4) - as they are too confusing for normal players.
Avoiding overlaps ( 00:13:669 (4,2) - ) still seems to be quite a challenge for you. Disregarding the fact that they look messy, they can confuse the player as they might not be able to easily recognize the overlapped object.
Keep in mind I do not mean overlaps like 00:15:562 (2,1) - , these might not look good, but they do not have any negative effect on the gameplay as far as I know.
Drastic SV changes can be confusing even for more experienced players, as you can't see beforehand if a slider is going to have a slower or faster velocity, apart from the minimal detail of the fade in time if you have snaking sliders enabled. This is why extreme SV changes can be quite dangerous, and they should only be used to emphasize a very obvious, usually also predictable, sound or rhythm.
The above alone should be a reason to change things such as 00:20:659 (2,1) - , as I believe that the rhythm and/or sound they follow is not obvious and/or predictable enough for this extreme of a SV change to happen.
That, and the fact that this is a Hard difficulty and you shouldn't have such extreme SV changes in a Hard difficulty anyway.
On the topic of SV changes and making them more predictable for the player, a good way to help the player is by using NC's. You should use them in places like 00:28:523 (3) - . That aside I also want to add that the thing about extreme SV's that shouldn't be in a Hard difficulty goes for 00:28:523 (3) - aswell.
01:05:513 (1,1) - Reminder that overlaps like these are unrankable
I feel like this is the difficulty that's closest to being rankable as of now, so I will go over some more advanced mapping concepts here.
For example, emphasizing certain sounds. On 00:24:445 - there's a loud kick which you nicely emphasize by starting a slider on it ( 00:24:445 (1) - ). Same goes for 00:25:028 - . But then you put the third kick, the one at 00:25:319 - , on a slider end. It is known that it's a better playing experience if the player gets to actually click those very loud sounds like that kick. It can also be pretty confusing. Possible solution.
Same thing goes for 00:31:727 - 01:01:727 - 01:19:785 - etc.
00:25:611 (1,2) - These sliders don't actually follow any sound or rhythm as far as I can hear. Don't quote me on this but I think filler hit objects like these are not allowed.
Overlays still seem to be a big problem in this difficulty, which is expected. I don't think you'll see this many overlays 00:53:280 (4,5,1,3) - in a recent ranked map. And yes, even though they might not all be on the screen at the same time, it's also about the player expecting hit objects to be in different places instead of just on the same square.
Collection of overlaps that I find to be specially problematic with extra comments:
00:24:009 (6,1) - ugly
00:39:009 (3,4,2) - confusing
00:44:834 (4,1,2,3) - confusing
00:53:280 (4,5,1,2,3) - confusing
00:55:465 (4,5,6,7,8) - ugly
00:58:232 (4,1) - ugly
01:22:115 (4,6,7,1) - ugly
01:42:067 (3,1,2) - confusing
02:06:678 (8,9,1,2) - confusing
03:21:970 (3,4,5) - confusing
So, to summarize, points of focus are Overlays and Sound Emphasizing.
Please don't get discouraged by this mod. I feel like you are able to rank this. You can do it!