Smart move to save the original first. So make another copy of this track to do what I am advising you in the discourse below..... just in case.....
So, on the new copy....... listen carefully and mark down the places that need fixing.
Enable punch in punch out...... zoom in to the track to split the track into a clip that will be replaced. highlight the clip and place your split points precisely between notes and same thing on the back side of the clip.... where it ends. highlight the clip and delete the audio in the clip (this is how I do it)
Now... play through the part a few times until you get it right. Now turn on the punch in punch out and set the punch point exactly to the clip. hit record and play the part.
Listen to the playback. If it's correct.... move to the next bad timing part and repeat the process. If it is still not right...delete the clip and repeat the recording as many times as is needed to get a good take that satisfies you.
This is my preferred method for "fixing" a bad guitar take. I don't like to try to fix timing issues with melodyne or anything else. nothing works as good as a good take. And using auto punch will let you get that good take... even if it takes multiple attempts to do so..... it's not like a billable hour clock is running on the session. I always delete the bad re-takes since I don't want them anyhow. I know I can play the part perfectly....so I keep going until I do.
The end result is that the part is perfect and you hear no weird artifacts or pops.
Another option on this is to record the audio to fix the bad timing places in a new track..... you can still punch in and out if you like and then use audio envelopes to silence the old parts and bring in the new. Again.... the end result is the listener will not know it is on multiple tracks. I have also used this method.
auto punch is a life saver, and is the best way to fix a few minor mistakes in a track.