YerEvilTwin: I’m not quite sure I follow you, do you mean I should have kept my “smoothing groups” when I did the highpoly version… if so, why? I can see the obvious, that way I could’ve made sure my highrez didn’t stray away too much from my lowpoly version, is that what you meant? 
About the anatomy, I’m aware about the claves, I rushed the model after finishing the torso, resulting in both the “single clave muscle” and the giant biceps, these will be corrected shortly… I will go back and work on it some more in a couple of days.
Since I’m not a max-user, I don’t really know the difference between your “smoothing groups” and the way I control my “hard edges” in maya. :shrug:
Either way, I’m not planning to use any smoothing groups/hard edges at all, as soon as I’ve finished normalmapping and texturing I’ll remove them… I only use them because they give me good overview of the model. 
(I will be gone for a couple of days, so don’t expect any updates until saturday night/sunday. I do intend to finish this model before the end of the contest, so stay tuned for more… I just wish there was a way that this model could UV-map itself while I was gone… )