OAM (low) table - handles all sprite tiles that are on screen. Each OAM slot contains 4 bytes of data: [XXXXXXXX YYYYYYYY TTTTTTTT yxppccct]
XXXXXXXX and YYYYYYYY bits are the on-screen coordinates from the top-left corner, TTTTTTTT is the tile number, and yxppccct is the tile properties. Each OAM slot are ordered from high priority (in front of other sprite tiles) to low priority.
Ranges from $7E0200-$7E03FF, therefore there are 128 OAM slots.
I see that you sought to give a more accurate explanation about the OAM addresses but... compare them to the entry that's already hosted. See? You have forgotten to, at least, preserve the current information we have (some of it is relevant, like the value a OAM slot assume when it's free). I suggest you merge the explanation you gave with the info that we already have, and you're all set.