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If it works, it is good enough for your board game, so for now I wouldn't take the next step if I were you.
When you start to need optimization, you'll be working on a game that has to synchronize many players in a large mutating world. By that time you'll be working with fun topics such as latency, interpolation, compression and optimization by prediction schemes - advanced stuff you won't want to bother yourself with yet.
In any case, I find that this forum FAQ answers many questions, so perhaps you'll spark some ideas from it:
(most of the questions assume C/C++, but they translate to basically any language).