Layout is good! Just need to fill them with useful informations. :) Should write your title somewhere on the title (ex: Character artist, modeler, rigger, etc...)
can you show wireframe/uv layout? looking at the polycount it certainly looks pretty high for a game object. also measure the polycount in triangles instead of quads.
So I decided to add some colour to the piece to see how it's all coming together. I've also rejigged the layout a bit here and there but it's progressing well.
Some facial bone layouts. http://www.softimage.com/products/face_robot/game_export/acting_to_game/deformation/default.aspx http://udn.epicgames.com/Two/SkeletalSetup.html#Highly%20Articulated%20Facial%20Skeleton
moving the verts on the jawline wouldn't force you to redo your uv layout. i think the benefits are worth the effort. I agree with everything Rhinokey says.
for a start: freely reconfigurable controller button layouts and camera controls as standard in console games. nothing makes me delete a demo faster than annoying controls.
I am a big fan of using a grid to layout your major components (walls, floors, "chunks" of various types) but then going off the grid for detail placement.