A T configuration sure makes it easier to rig, but I completely agree with PrimalBeans - it's more important for your model to look good, than be easy to animate. I would tend to use a T when the character has a lot of movement in their arms, say for a platform game character. But for a FPS, I think that a slight bend in the elbows, with the arms down at the sides is good - try and think of a neutral pose that would go into holding a gun or weapon switftly.
Shoulders always trip me up, they can deform so much and so badly - getting them right is time consuming, but time well spent I think. Knees are a problem too, but not as much. Try and think about how your model will deform, add in some extra polygons, be clinical with your edgeloops too.
Health, Ammo, and bacon and eggs!