Well, I'm agree with Abraker concern regarding hitsound in mania.
Generally having constant dense 1/4 jumpstream or even chordstream in higher key while having each of the note can be audible on its own prove to be more detrimental rather than helpful. I'm really sure that even the minority of mania players that actually rely on hitsound won't even bother hearing feedback on every dense 1/4 or even 1/8 stream for their accuracy, and instead, they will rely on existent hitsound to make them keep track on their timing (I mean like clap, whistle, snare, finish, etc, you name it) , but make each of hitnormal be audible even in high level mania map is overkill and too nitpicky to actually be useful. Because let's be honest, how many mania player actually rely on hitnormal when they have to concentrate hitting really dense pattern anyway?
There's also a fact that mania has some distinct unique things when we compared it with other mode. Most if not all mania mapper will map something that normally won't be presented in other mode, because mania itself is the mode with the most dense pattern while reaching high level difficulty (have really high NPS), no other gamemode does this. And with that in mind, it's actually logical if mania has separated rules featuring and allowing silent hitnormal to be present, as long as the existent hitsound keeps to be audible to some extent (clap, whistle, etc.)
Recently our mode has massive DQ events because we must follow the rule that actually supposed to be presented for STD mode (each object must be audible), so having leniency regarding this issues will be much better for mania.