Easy/Normal difficulties are not the place to test reading. This is something that I believe shouldn’t be tested till advanced difficulties at the lowest. I disagree with your take that they just “have to learn eventually”. Yes, if they move up to higher difficulties I agree, but this difficulty range is not the place for it.
You mentioned the ranking criteria, and I agree, however you are missing my point.
“Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise.”
This is the problem, the slider tail is at the same distance time equality as if there were no one beat gap. That’s why this is bad. If there were more distance from the tail (such as the slider being rotated left) there would be no ambiguity.
For example, let me place a circle at
00:21:035 (2) - right on the slider tail.

This imaginary circle is 0.91x away from
00:20:693 (1), the distance spacing of this map is ~1.00, this is close enough that with time-distance equality it is reasonable to think one should tap on the slidertail. If this distance were like 1.5x or something, then I would agree, not a big deal, however this is close enough to be reasonably misunderstood. I mean take a look at
00:26:178 (1) - is 0.95x, so a 0.91x distance isn't that different from what already exists. We want to keep low difficulties easy to read, and not frustrating to new players, which is our target audience.
Were the next slider on the left for example, there would be no ambiguity.

Also
00:22:750 (3) - is 0.77x away from the previous note, and is not distance snapped, so you already should make some adjustments to this pattern anyways, so why not make it easier to read?