I have a new suggestion, this time for the broken agility, and also for the precision. (this is gona be long, so I'll separate it with boxes)
IntroductionOk, ok, I know, I understand talking bad stuff about other people's work isn't nice, but I've said many times I'm a fan of this work, and I wanna help with everything I can, ideas included.
Agility is... kinda broken, everyone knows that. The solution would be to fix it, or to remake it from scratch. I've been taking a look in precision, and it doesn't make much sense to get a skill about ability to hit small circles. I myself farmed a lot of precision points by just farming small circle maps, and one of my worst stats, if not the worst, is aim. So I thought about this, and said "why not turn agility into a speed measurement, and precision into aim measurement?" It's basically what my suggestion is, now the details will come on the boxes below:
SpeedSpeed would take into account two important factors mainly, which are "distance to the next circle" and "time in which the next circle should be hit". The length of the map wouldn't affect the speed measurement, because the agility would measure the speed, and if the person can maintain the same speed for a long period of time, it's a matter of aim and/or stamina, not speed itself. (Long, fast, and straight or slightly curved sliders would award medium speed points. Long, fast and weird shaped sliders would award... a lot of speed points? Not sure). Misses would decrease speed points awarded normally, and sliderbreaks (or max combo on the map) would decrease speed points awarded slightly. I'm not sure if you would, and how you would deal with touchscreen maps (if there's anyone who use touch out there), and I wouldn't mind if square jumps were buffed and stars/triangles were nerfed, up to you to balance it the way you think it's best.
AimThe aim would take 3 factors into account mainly, in this order: distance between circles > circle size > time between clicks. I understand it looks like the speed I mentioned above, but the key is the weightage of every factor, time between clicks would have a small weight, an example would be trying to FC a full screen jumps map with HTHR, instead of nomod, it's not much easier, the time between clicks would increase, but the circle size would decrease, it would require less speed, and more aim. The length of a map, or drain time, would also increase the aim points awarded, as it requires consistency to not break a combo. Long and weird shaped sliders would award aim points, specially if they're fast. Both misses and sliderbreaks (or max combo on the map) would heavily decrease the aim points awarded. Just like for speed, feel free to balance the square/triangle/star shaped jumps and/or touchscreen maps the way you think it's best.
ConclusionI've been thinking about this for a very long time now, I was just afraid to put it here, I don't want you to stop working on the reading skill, finish that thing before doing anything else xD so... I really want this implemented, makes more sense somehow than "raw aim skill" and "small circle skill". The names of the skills can remain Agility and Precision though, no need to change them to speed and aim, it's just a name. I hope you like the idea.