I honestly think that inconsistent difficulty can make charts super fun. I find charts like Trim, (ITG1) Mythology, PSMO, and even Anti Anthem to be very fun and memorable charts because of it. In the case of anti anthem, I was lucky enough to be in the arcade the day it was added to the game, and a line of maybe 8 players were grinding it, seeing who could get the furthest, with each learning from watching, and trying to memorize the stops in the first half. The second half gimmicks were much more predictable, but still kept me on my toes, so to speak. in the case of trim, etc, I LOVE those kinds of charts because of how fun they are to show off with. The first half of trim is no cakewalk, between the sync (unfortunately), rhythm, and it being half speed, until, along with the music, it kicks it into high gear and becomes a decently lengthy gauntlet, made all the more pretty by all its blue notes. On the flip side, I find boss songs like Mei, PRelinquish, New Generation, or Trigger CSP to be wholly unfun due to having very short, stupidly hard tech parts that come out of nowhere. songs with long breaks in difficulty like another phase become snoozefests for long enough that it bothers me. Having charts that are repetitive in skill curve is helpful for the game, but in my opinion, are much less memorable in general. If you got this far, thanks for listening to my ted talk