diff --git a/readme.md b/readme.md
index f8490ed14d82c00fad962ce3df08b30d65055e80..45743717b642ca56332c88a741893f0d77b48b18 100644
--- a/readme.md
+++ b/readme.md
@@ -71,15 +71,17 @@ Upon placing/changing/removing any wall or trash entities, the program will reca
 
 Pathing is calculated in two parts:
 * First, program uses A* algorithm to calculate the "optimal path" between every trash tile to every other trash tile.
-Unfortunately, with many trash tiles present, this can be expensive. This could theoretically be optimized via something
-like multithreading.
+Unfortunately, with many trash tiles present, this can be expensive.
+  * Could theoretically be optimized via something like multithreading.
+  * Implementation itself also likely could be optimized in places.
 * Once the A* logic is complete, program then uses a semi-naive "TravelingSalesman" algorithm to determine the best path
-that visits all trash tiles at least once, starting from the current roomba location. This algorithm was more
-complicated than expected, and no actual outside references were used to figure it out. It definitely be improved in
-some aspects, but at least it seems to give an acceptable solution a majority of the time.
+that visits all trash tiles at least once, starting from the current roomba location.
+  * This algorithm was more complicated than expected, and no actual outside references were used to figure it out.
+  * Implementation can definitely be improved in some aspects, but at least it seems to give an acceptable solution
+  a majority of the time.
 
-On roomba movement, only the TravelingSalesman algorithm is recalculated, in hopes of finding a better path than the
-previously found solution. If no better solution is found, then previous solution is kept.
+On roomba movement event, only the TravelingSalesman algorithm is recalculated, in hopes of finding a better path than
+the previously found solution. If no better solution is found, then previous solution is kept.
 
 ### AI Modes
 As mentioned above in "project options", the AI has four possible movement modes.<br>
@@ -116,5 +118,15 @@ Some AI modes, particularly the "less intelligent" ones could probably be greatl
 unable to visit all trash tiles".
 
 
+## Other Notes
+Early on, I expected to need a literal graph data structure. However, the original structure of data ended up being
+sufficient for the needs of this program. The graph data structure is being created, but only minimally referenced.
+
+Ideally, one of two things should happen:
+* The graph data structure and all references to it should be taken out. This would likely be easiest.
+* Entire program data should be reworked to almost exclusively use the graph data structure, instead of current custom
+class structure. This might be a lot of work, for minimal to no benefit (at least none visible at the current time).
+
+
 ## References
 See `documents/references.md`.