Hey, nice work! Yeah, you should definitely go to the next level.
You have a brand new machete - quite sharp. You should be able to blaze some amazing and innovative trails… with it.
You could possibly cut some bindings/vines, and maybe chop-up any teddy bears that you might still be hugging.
Take a little drink… from your self-confidence canteen… you’ve earned it.
(What the hell is Wingnut talking about now?) heh.
Good ol’ JS. There’s not really a proper way to do something. Instead, there’s 10 ways to do something. If you want to find the BEST way of 10, it requires performance testing, and analysis of which ways the author/users… like the most.
Hey fellow forum-folk…
Does anyone know-of, or want to try/build… a real-time-generated playground-based sceneGraph-To-HtmlTreeView JS routine?
I know the playground Inspector does that… but… I’m looking for something that we can edit in a playground, and is easy for Aldin to “steal”, if wanted. You know… a generateDrillableHtmlSidebarSceneGraphTreeView() func. 
Extra credit for setEnabled toggle/checkboxes (at branch/group/layer levels, and at individual mesh level)… just like the PG Inspector feature. But, hmm… disabled mesh must not leave the treeView upon being disabled.
(…or else user can’t re-enable. treeView item disappeared because of live treeview updating… no good for enable/disable toggles. Only mesh.dispose can remove a treeView meshItem - duh, Wingy).
DOUBLE extra-credit… for restructureMeshBranchesByTagNames() feature.
(as opposed to default parent/child branch structures). Then Aldin can load in PILES of mesh… in a single file… and use his precision-planned mesh tagNames… to sort his mesh into groups/branches/layers.
Oooh… sort by layerMasks or renderingGroupIds! Coooooool.
(Wingnut grabs a Blender Collection from a 2.80 .blend file… shows it to @JCPalmer and @gryff for no reason whatsoever, and then crams it into a nearby treeView control.)