A nice short, coherent track and beatmap and a gothic-themed rhythm games is an interesting idea! I wonder how the cue design could visually and mechanically support that theme.
The main critique I can give here is maybe how to polish the beatmap a bit. There are a couple places where you're either missing a cue or have a cue that doesn't clearly map to any sound. First, the very start of the song where the organ enters should maybe have a cue; I don't see it as meaningfully different than the following attacks in the organ. Second, after the first set of doubled cues on W and E, you have an E and then a W, and I don't hear any sound on the W. It feels like maybe you intended that to be another doubled W+E. Last, a more subjective point, the Q+E doubles don't feel justified to me. They seem to be based on the piano, which isn't chordal or especially emphasized.
Also, on the topic of repetition, I understand the appeal of varying how you map a repeating section of the music, but in many cases it can be better to repeat previous mapping patterns. It's good to remember as a composer/mapper that you are spending a lot more time with your work than the average listener/player, so what feels overly repetitive to you, might feel good to your audience in that it lets them build familiarity. Also, it matters less for easy maps like this, but especially for higher difficulties where a player might have to process more information in a shorter amount of time, introducing arbitrary variation that isn't reflected in the music can feel unfair to some.
Of course all this feedback comes from a sort of "traditional" way of thinking about beatmapping, which definitely isn't the only way of doing things. So as it goes, I'd only follow this sort of thinking as long as it's useful.