^ agreed.
You can't really just pop in a subdivision or two over the whole model and expect much improvement.
You need to choose areas of detail and build in additional form in a controlled manner, and if it doesn't alter the shape of the sillouhette, then it isn't detail that needs to be modeled.
Basically, add in additional loops by hand, where they will be most effective. If you are not baking out a high poly, there is no need to subdivide the entire model.
edit: here is an image that may help,
on the top: this is 3500 poly (mixed tri and quad), it is only 1000 more than your smoothed version (I'm assuming you are counting in quad) and most of that difference is in the fully defined and articulate hands and face, if those were done in the same style, I could remove around 500 from the face, and ~800 from the hands to clock in around 2200 while maintaining the same overall detailed silhoutte.
Note how the loop density is distributed to support shape defining detail and areas of deformation for animation.
on bottom: a map of typical edge loop density allocation on a base body mesh. of course depending on equipment and accessories, you may need to reallocate