Let me break this down for you.
You have two licenses to worry about. The d20 System Trademark License, and the OGL.
Here's what the d20 STL has to say about Experience:
Definition of Applying the effects of Experience to a Character:
Applying the effects of Experience to a Character means the process for comparing the accumulated experience point total of a character to a chart to determine if the character's level should be incremented. If the experience level of a character exceeds threshold values as defined by the chart, the character is modified in a specified fashion.
Specifically, Applying the effects of Experience to a Character means incrementing the character level of a character by incrementing a class level by one rank, or by adding a new class at first level, and describing how to allocate new skill points, select new feats, select new talents, or gain new class-level linked abilities.
Applying the effects of Experience to a Character does not include creating or modifying an experience point chart or defining a new class (including describing what benefits that class provides at each level).
Emphasis mine.
But the easiest solution is just to remove the d20 logo from your site. It serves you no purpose. The d20 logo is for marketing. Since you're not marketing anything, you don't need it. Just take it off. Everywhere. And you don't have to worry about the d20 STL in the slightest.
(I provided the quote from the d20 STL to demonstrate that what you want to do is possible within the terms of the d20 STL, but the STL comes with so many other restrictions, it really is just not worth your trouble to use the little logo.)
Now with regards to the OGL:
First, do as others have suggested and remove the Product Identity designation that belongs to Wizards. Just get that out of the way. You're not meant to copy Wizards' PI designation.
Now with regards to an XP calculator:
The OGL allows you to use Open Gaming Content. That a particular piece of game design does not exist in the SRD does not
de facto prevent you from creating something of your own design.
(This should be obvious; the entire purpose of the OGL is to build on the work of others, not to limit the expression of OGC only to those things already in the SRD!)
Creating an XP chart that recommends 1000 XP times your current level in order to advance is not an innovation in game design. That progression has been around for years in other game systems.
Still, it doesn't sound like you even need this-- all you care about is XP awards. So much the easier.
I'm a big fan of the "Chi Rho" method of XP awards, which will NOT produce exactly the same results in the XP Awards chart shown in the DMG. It is, in fact, a rather clever bit of design cooked up by some savvy ENworlders (Cheiromancer, Upper_Krust, CR Greathouse, Anubis, and others including myself).
I can only summarize that formula here, but it's basically 300 XP per character level, times the sum of the squares of each monster's CR, divided by the sum of the squares of each PCs level. (I will assume you're comfortable with the order of operations in the equation.)
Let me give a concrete example, a CR2 creature versus four 2nd level PCs.
The XP award is:
(300) x (CR2^2) / (2nd^2 + 2nd^2 + 2nd^2 + 2nd^2),
or (300)(4)/(16)
or 75 xp per level per character,
or 150 xp each per 2nd level character.
Step back a moment. You might notice that using this award progression and the XP chart we "defined" earlier, a 2nd level character requires 2000 XP to level up, so each 2nd level character will have to overcome (2000)/(150) 'moderate' encounters where the CR is equal to his own level, or 13.33333333333 encounters.
Wow.
That's a nice round number; it's also a really nice bit of design work the likes of which you will not find in any bit of WOTC copyrighted material that I know of.
Again, it does NOT produce results identical to the DMG's Experience Point Award chart.
That's a good thing. What we are decisively NOT doing is copying the XP award chart and performing some kind of lookup function.
The DMG's chart is actually "off" in a few spots because they want to advance low level characters a little faster, and they want to "flatten" or "prolong" the sweet spot of mid levels, and then taper it off a bit at high levels. Their rationale for this is sound, but their design is their own. The Chi/Rho method produces even results across all levels.
And that's the end of my advice, a wholly different perspective from another publisher who's also put time and effort into publishing under the d20 STL and the OGL. I am not a lawyer, and this is not legal advice.
Thanks for the online SRD, by the way. I use it every gaming session.
Wulf