Hey! Good start! Welcome to the world of organic topology. This is going to sound a bit harsh but I would suggest starting over at this point. This model has lots of weird topology and your edge loops are not going to deform properly. When the shoulders move for example there should be a flow of edges... almost like a shawl that moves when the arm is lifted or turned... check this video out (it has a lot of edges but generally correct edgeflow:
organic topology is very interesting and bottomless thing to learn. Though cg talk is a bit more film oriented than game...i would suggest looking here:
at the research people like Stahlberg
have done on the forms of the body and how to most efficiently create organic shapes. I know you were going for a stylized look but you need to research muscle groups and how the mesh will deform.
As a general rule try and place poles in places where there is going to be minimal deformation. On the face, for example you can take create some poles that loop back into other edges to minimize the polycount around the back of the head as the skin there is not going to deform very much.
this is a really great intro to organic modeling. check out how there is a nice flow to all the loops around the mouth and eyes. Things that deform a lot. Notice how even though there are very stylized creatures in the mix, the flow of loops generally follows a similar format.
Also keep your edges spaced evenly so turbosmooth smooths them without all that weird black shadowing you have. turbosmooth is your freind. Turn it on and click "isodine display". Even though you wont be using it in a game... it can show you mistakes in your edge flow because it doesn't do well with bad topo.
Keep your edges spaced evenly where you want smoothness and close together where you want a harder curve.
here are some more reference images.
You should build up a library of reference images because it will help you with both remember your proportions and keep your edge loops in the right spots. If you know anyone at your school who has ever skinned any organic forms they can tell you what is good or bad. A good rigger in any pipeline would not take a model that doesn't have proper edgeflow.
I really would suggest starting over as you will learn much more that way and to be honest, this model has so much edge flow all over the place you will spend more time fixing it than just starting again with better knowledge. Good luck!