Hi Christophe,
Your model is not bad at all. It suffers from a little bit of irregularity but overall it’s pretty clean.
Is it going to be a videogame character?
My first tip, since you’re planning on animating him, spread his arms a little bit. They should be near 45°.
Then, try to keep the valence (number of edges connected to a point) of every vertex =4 whenever it’s possible. I can see way too many of those non-standard valence points near his armpits and those could be avoided.
You can easely get rid of that triangle if it bothers you: just delete it’s top edge and the edge nearby the center on both sides and you will get a quite clean topology there.
The elbows need more loops in order to bend properly.
Splitting the geometry is basicly a matter of choice. I usually do it when I have more different things composing my model (skin, clothings, armours…). So in your case it makes sense. Then, it’s a matter of skinning the different parts correctly.
When you model the hands, remember that you need at least 3 loops near every joint in order to get a decent bending.
I think it’s enough for now. Hope this helps. 