That sounds like the main function of your notes is to enable you to tell the players what the outcomes of their action declarations are.My notes generally fall within two categories:
- I'll have some bullet points of things I have prepared. The general structure. Places, events or challenges they will most likely encounter. Ex: last session they were on their way to meet a crimelord. In most cases, he'll offer them a mission. This will most likely lead them to this town. Obviously, sometimes things don't go that way.
- I tend to write a few keywords for descriptions of places and locations. A few words, things they can see, hear, smell or touch. It's generally half a dozen keywords so I don't forget stuff.
- I tend to have the names of my NPCs, a few words of descriptions and one word that describes their attitude or personality for when I roleplay them: snarky, nervous, bored, insulting, helpful. This is especially true when my players are in or will be in a city with a ton of NPCs.
- Lore and exposition. If I know that I'll have go give some important exposition or lore, I write down the information I want to give. For example, in one of my Starfinder sessions, my party was on the verge of making their way into a criminal's room in an hotel. I knew that they would find: proof of his association with a terrorist organization. I also knew what information they needed to get from that to be able to move further in the plot. I didn't know how they would get it. But some of it could be shared through simple Recall Knowledge rolls depending on where the PCs were from, what their backgrounds are, etc.
- Sometimes I'll write down quick reminders of some rules I don't use often but might come handy. For example, the skills in Starfinder have pretty precise cases of use. You don't just guess the DC. A specific distance to jump will lead to a specific DC. That's something I might scribble.
- Generic content. I always have at least one combat encounters, one interesting NPC and one interesting event that can be plugged anywhere. A traveling merchant that can show up anytime, a thief that steals their purse as he passes them, etc. These can be used to fill some voids and are especially useful if the session goes in a very random direction.
In the case of your first dot point, it also seems that you use your notes to tell the players what their PC goals are, which shapes what their action declarations will be.
Have I understood that properly?