also xxbalt, in the future please read the rules of mod queues before you post. i take it from this reply that you do not intend to "push this for rank", and from this mod you can see the map is not completed either
to explain the rules a little more in depth: the ranking criteria specifies spread rules based only on the lowest difficulty necessary. you can go lower if you want, but for this particular map, "If the drain time of each difficulty is...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal." which means you only need a normal and not an easy (this rule is in the osu specific ranking criteria). the need for a NHIX spread comes from the combination of another rule, which states "For difficulties above the lowest required difficulty level, the spread cannot skip any difficulty levels and there cannot be any drastically large difficulty gaps between any two difficulties." meaning you cannot skip from normal to extra. (this rule is found in the general ranking criteria)
00:58:608 (1) - sliders like these are good ways to add some variety to slider design without being overly different, as they are still different from the standard straight or curved slider, but are still sliders you see in other maps so that they dont feel too unfamiliar and out of place
damn thats some big brain mapping, i like that a lot. still though, due to the editor being slightly off in terms of bg alignment, this doesnt work in the actual playfield. when playing the map, its slightly off. (i had the same problem in one of my maps where i made a slider blanket the moon in the bg and then it didnt actually work in playfield, because the gameplay is resized to fit with the timeline gui).
all redlines you put are correct, you just missed the sliderend of 00:13:591 (3) and 00:14:676 (4). you can listen in 0.25x to find timing issues like these easier
i dont think it is misrepresenting 1/2 to increase spacing, since in the kiai the only small 1/2 jumps like that were between 2 circles and this is with 2 sliders, however the 3/4 sliders in the kiai definitely use this visual representation with the spacing. i would say its much more confusing and misrepresenting to make it look like 3/4 slider than to make it look vaguely like 1/2 jumps (which is really just any small spacing). things like this will always be sort of ambiguous in mapping if you use sliders and so many mappers use active 1/3 with nc on every circle, but thats really up to style if you want to do that.
note on that note: linear movement does not inherently signify intense sections, and often is used to signify low intensity. it all depends on how mapping concepts are used and how you develop your ideas as the map progresses. you do not need to avoid using linear movement in calmer sections
03:01:002 (1,2,3,4,1,2,3,4) - same here
you do this grouping in 6 well here, so this is an example of what you should do when the rhytm is like that: 02:56:638 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5)
also several streams contain corners when no sound is really sufficiently strong to merit a corner, and others contain excessive changes in direction within a short span of time
03:07:002 (1,2,3,4,1,2,3,4) - an example of corner without real emphasis in the music to back it up
also, there are no hitsounds in the map, and the use of grid snapping throughout the map is not entirely necessary and you should really only use grid snapping if you have a clear reason to do so