To comment on the Mido-man "note" discussion: I agree with Arc, here. I don't really see a reason to consider that an essential part of the 100% definition. The "note", as far as I can understand, only changes a single piece of dialogue to help guide a first-time player in the right direction, as opposed to having an actual function or use in the overall game. Requiring things like that borders on
Saturn territory where
arbitrary decisions are made to go out of the way to collect things that are completely functionally useless in the long run and serve to do nothing more than just make the run "more 100%" when it doesn't need to be. Yes, I'm aware of how stupid that previous line sounds.
Just because the "note" counts as a sword skill shouldn't really make a difference in how meaningful it is to the definition (there's no visual feedback of whether or not it even exists, unlike the actual sword skills), and saying it should count on account of "changing RAM permanently" is maybe the most dangerous possible precedent we could ever set for 100% runs. This would mean that all 100% RPG runs have to go out of their way to talk to any NPC that could ever change dialogue, whether it's theirs (i.e, talk to them once and they have something different to say afterward) or another's (i.e, this exact case), since it's exactly the same concept: A flag is set to change dialogue, which would persist on saving/loading.