It looks good. Better than my first model.
I think you could add a bit more detail to it; take your time with it; it gets easier later because you can derive characters from previous ones. You only have to model from scratch once. As far as quality, it is down to the expectations of your audience really.
Quote: "With such a small poly count you could subdivide the model. With one click it will suddenly look more realistic."
Indeed; the sub-division modifier makes a would of a difference. If you are making a character for a real time strategy or something; with hundreds on the screen at once then maybe 1 subdivision is enough; otherwise 2 would do good.
These days PC hardware can handle alot more polygons; looking at the games at Gamespot such as Dues Ex Rev, Max Payne 3, the characters are starting to look like movie characters these days.
The face count is at the top left of the Blender window, eg: [Fa:100]. The graphics card can handle 10s of thousands of polygons on the screen at once, you can judge how may polygons you have to play with.
My game characters have 2 levels of detail; 2500 and 10,000 polygons; one for gameplay on older machines, distant positions and polygon dense scenes; and the other other for close ups, cut scenes and high end machines. But the type of game it is leaves me with lots of polygons to play with, being a sports game there is not alot of scenery during sports gameplay.