I think that looks a lot better, nice job! And she looks pretty badass... (If you have to time to go back later the chin is also a bit polygonal :¬) .....)
Also, you should have these edges this way, so short horizontal quads instead of long vertical ones. Long polygons aren't really friendly with the smoothing sometimes
Here is a wireframe shot of my scene, straight out of softimage. My large lowpoly rocks have a really messed up polygon distribution. But in the end it looks fine.
Another route... switch to Polygon mode and use Create, then click on the three verts (double-click the last one). You can also use Border mode and Cap it.
Listen to Muzz. all of the basics that you are learning now will help you greatly when you are treading through those 2500 polygons, fixing errors. Keep going with these.
Raw sub-divided meshes are bad for games because they use too many polygons, most of which are inefficiently placed. Using mesh > smooth doesn't alter this fact.
Use 3ds max and practice with 3d coat. It really quick for concept and create some holes, but after conversatiom from voxel to polygons mesh looks not good for decimation :(