Yeah, that's why I used myself as an example. I shouldn't even have gotten this email, but if they consider an anatomy doodle to be 'Adult', this could be a problem.
Both Unreal and Unity have modes for examining this, and other bottlenecks. For example: https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html Are you writing your own renderer?
that should depend on the hero and their material settings I think. What hero are you doing? I know for example Vengeful spirit's specularity is INSANE
I think the sixe of the head is fine. With heroic characters like this small heads are always used to emphasize the muscular body. A good example of this is of superheroes.
Looking great so far! Could use a large gradient overlay to draw the eye to the middle of the bow. For example http://wiki.polycount.com/wiki/GradientMapping