I'm guessing that means basemesh + sub1 + sub2 = 3 levels of detail. I would still recommend spending more time in sub1 and even back on the basemesh. Even at this sub, running a wide area smoothing brush at a very low power will help polish things up a bit.
Don't get me wrong, for a 4th sculpt, you are doing great, and it takes a ton of practice, practice, reference, practice to get finesse into a human anatomical sculpt.
Now let's talk about ruggedness - it should come from the skin: wrinkles and folds, pock-mocks and pores, scars, stubble. dryness of material. Ruggedness is caused by exposure, and it is skin that gets exposed. Surface detail should only come much later, after the underlying forms have been laid down, and the texture maps will contribute a lot to it, beyond anything that goes into a sculpt.
The shaping of your cheeks currently would mostly be due to bone, and that bone is misshapen. Only a few bits of bone really contribute to 'ruggedness': heavy brow/jaw, shape of the nose. To me, cheekbones really don't. More specific to your sculpt, the cheek bone should not be confined to the front of the face; it wraps around the face back towards the ear.
General proportion issues - The eyes are set too high, and should line up with the ears, also should have eyelids wrapping over them. The mouth is slightly too wide, the corners should line to the inner edge of the iris.
I've done a super quick paintover of some of the major issue points
I'd recommend looking for reference on 'anatomy for fine art', 'the planes of the face' traditional sculpting, painting and drawing skills can be applied to 3d sculpting and there is vast amounts of good information and reference out there. Look up Andrew Loomis for proportions in particular.
Shazam!