Let's make one thing clear right away – no one owes anything to anyone.
Why, as you rightly said, create extra problems for yourself by combining incomparable parameters into one formula? Just keep a separate rating for normal difficulty and another for impossible difficulty, and that's it?
Do you think those who play on normal difficulty pay attention to the rating? I won't make a definitive statement, of course, but nevertheless...
With a very high probability, I think they don't really care about their rating... If you want to participate in the rating, play on impossible difficulty and compete.
Honestly, take any analogy from sports. That's why there is a division into leagues, ranks, etc. For now, these are all experiments. But it seems to me that it has been going on for too long with this unclear "trend"... You can't grasp the ungraspable. Let's see what percentage of tournament participants will submit a save from normal difficulty, and we will draw conclusions based on this...
If there are dissatisfied players from normal difficulty, we will remove them from the rating table – that's all, let them play on impossible difficulty if they want in the next tournaments. If everyone from normal difficulty removes their results, then we will remove the coefficients and calculate only for impossible difficulty. But the main thing is that the rating will be calculated for at least someone. And many people need and are interested in it. Let them figure out how many grails they will pay for normal and impossible difficulty – is it the same? I don't really care about that.
However, I won't give up on my share :) Maybe the normal difficulty players won't give up on their share of the rating either, even if it's small.
And right now, the main thing is to work out the mechanism. In my opinion, it is better to spend efforts on teaching all those who want to play the game, so that they can easily start on impossible difficulty, than to try to adapt the tournament work to several levels of players.
Added 10 minutes ago
Why, as you rightly said, create extra problems for yourself by combining incomparable parameters into one formula?
So that next time no one has to be explained anything about the difficulty levels, I introduced slightly increased coefficients. These coefficients automatically explain at what difficulty level you need to try to play :) And in the text about the rating, it is explained that we will also calculate for normal difficulty so as not to leave beginners without their initial rating, so we will introduce such coefficients, especially since the calculation has the status of an experiment, and moreover, no one prevents these players from improving their rating in the future. And if without these coefficients, then I will get tired of explaining what I wrote in the previous post. And you say that no one owes anything to anyone – well, that's what I'm answering you, explaining how and why, even though no one has been assigned a rating yet :) Suppose you don't need it, but there are other people who need it. What to do about that? To derive these damn formulas until the end of life and still not calculate anything. If you know, VDV has already calculated the rating and is calculating it, but many people don't like it because it is constantly increasing and, accordingly, cannot, by definition, remove one-day ghost players. The proposed system has many things connected. There is a rating aging, the rating can increase or decrease depending on the player's result, taking into account the days. The rating for each player is determined relative to the result of the leader for the days. It is higher the closer your result is to the result of the leader for the days. Of course, the system is not perfect, but it is at least something. And besides, VDV put forward one of the requirements for the system – simplicity. Therefore, I believe that even in this form, the rating system will be better than the one that VDV used before. Now I have explained everything more clearly, or what?