there are a lot of ways you can go around things, depending on the purpose of the model, your skill level in modeling, and maybe also the skill level of your rigger.
enlighten us some more on these few areas, and our comments can be much more specific and suit your needs
anyhow, this is what i would say right off the bat (and im assuming you want to do some generic animation with this):
-model your characters with arms at about 40-45angle, it will make it easier for the rigger to hit the right poses and not struggle too much with the shoulder region.
-model the hand slightly cupped. the reasoning behing these two comments has to do with rigging. - if a joint has a 90deg. of freedom on one axis, it doesnt make sense to model it at 0 deg and then worry about creating correctives for nice deformations, IF you can fix it by modeling it a little bent already and avoid correctives at all. This goes for the fingers mainly, especially for the thumb. always think about the movement of the part. how often do you lift your thumb so that it creates a plane with the rest of the hand? probably not that often more natural is it going ‘down’ from the palm. if you think about stuff like this, it’s gonna help you enromously in the next stages.
now for the topology itself:
-the abs are one area that you can do many ways, but yours feels kinda messy. if you wanna trace skeletal structures/muscles, do it right. - the ribcage could go lower, the abs loop doesn’t have to create a round U shape at the bottom…
-the breasts could defly use less polys to keep the model somewhat uniform in sense of detail. it won’t change the shape or very little, and will present a cleaner model.
-you could use more loops/definition at the elbow, for better deformations later on
-i see some weird pole on the inside of the forearm, just before the wrist, that doesn’t need to be there
-you have a weird quad at the pelvis region. i understand you wanted to trace the external oblique or the pelvis, but you could get rid of it or end that loop better or even continue that loop down the leg.
-the back of the knee doesn’t need this amount of detail. if you want to stress the tendons, you can do a split down the edges. i gave my best to illustrate down in the pic ^^
anyhow, that’s my initial 2 cents.
always think about the movement of the body. when you bend over, there are wrinkles forming on your lower abs. how would you want the rigger to handle that right, if the topology doesn’t allow for it?
it’s this thinking ahead, that makes you a better modeller.
aaaaand im out.
hope this is of use.
P.S. for some reason the CGSociety attachments and such doesn’t work for a change, so here’s a link ^^ http://postimage.org/image/ak0qxh20x/