At this point I'm gonna suggest to wait until next week until they actually drop the metadata but I don't think the set owner is going to want that but either way I'm not going to concede as a lot of anisongs only credit their vocalists in the artist field unless explicitly mentioned since surprisingly enough that is what people use as a search term for when looking up more songs when it is related to anime.
I didn't say to omit the information but rather move it to tags. In the OP it lists 40mP but not directly as part of the artist field: 
Alright so I've been following this discussion for quite a bit and here is my take as someone who has a background in contributing in osu! lazer.
To set things right, I'll lay down some facts on the matter on why this set was disqualified. It is claimed that the top difficulty was breaking a ranking criteria rule that:
> Difficulty settings must not use more precision than is possible in the beatmap editor.
With the definition of "more precision" taken into context of computer science, this refers to "floating point arithmetic" and the number of decimal places a floating-point number can be accurate. For proof, see BeatmapDifficulty.cs in osu! lazer (it should be true for stable as well) https://github.com/ppy/osu/blob/master/osu.Game/Beatmaps/BeatmapDifficulty.cs#L16-L19
Taken into consideration with the definition mentioned above, in both lazer and stable's editors you can only step up and down with a precision of 1 decimal place. Meaning the top difficulty still follows this rule.
For concerns with compatibility with lazer and stable, it should still be able to export and import fine without issue as either don't do bound checks and perform any rounding. Meaning, it won't affect gameplay in both versions of the game. Aspire maps (despite being the literal meaning of unrankable) should be an example of this.
I don't think peppy needs to be called here at all as the rule is simply misinterpreted.
The original concern was the spacing, but I do agree that what I have currently ruins momentum. Also, as an argument for comparing the previous sections, the song's momentum is consistent whereas in this section, the vocals are highlighted by suddenly dropping the backing track and going towards the third object, the chorus resumes with the instrumentals returning.
To further the emphasize the section, the kiai suddenly stops on the first object and resumes on the third object which on default skin (assuming the intended audience plays on default settings) makes a kiai fountain and further backed up by the hitsounds upon hitting the note.
I have made it a bit similar to Mo's suggestion but altered it somewhat a bit spacing-wise.
I would rather keep the rhythm simple and map to 1/1s so the entirety of the map uses multiples of 2, introducing something like a 1/3 gap in rhythm would be jarring as enough as it is. A compromise was to keep the rhythm consistent while making the entire section aim-focused instead of reading-focused.
unfortunately there's no way I can cleanly do this (as we can't pull tofu anymore) as the art provided has the light on the traveler's clothes included in the same layer
unfortunately this requires consideration on how to frame each scene (ultimately making a whole separate storyboard entirely) for taiko which causes these two implications
- recode the entire storyboard for taiko's visible area
- move storyboard code embedded to the difficulty files themselves which would bloat the entire set up to 3 MB worth of text data due to stable limitations
it really sucks unfortunately but not much we can do about it
I'll leave this up for debate for now. I'm leaning on keeping it as it ties in well to the map itself gameplay wise as later on in the 2nd kiai, I'll be introducing 1/4s which is 1/8 in 138 bpm.
There exists a full version of the song and the audio is ripped directly from the game files. Unsure whether I should append (Game ver.) to the title or not.