Without a wireframe screencap it is close to impossible to judge of the mesh,especially for the edgeflow which is a crucial part of the definition of the shapes AND without exceedingly cut in detail.
Also consider making a smaller image with closeups and different angles such as side,front and iso.
From the smooth rendered lone angle shot I can tell you this.The base neck would need to be a bit less wide,unless you're going for a fitness look.
The shoulder blades need a little more curvature,from this angle at least, here's a link with some nice anatomic tips for the blades.
http://www.bartleby.com/107/49.html
Puff out the inside lower breast so there's a gravity feel around their bottom area.
The hands are wrong in many places,you need to make them a bit fatter and her thumb is too flat...Also note that the "index" finger is longer than the "major"(sp??) which is usually the opposite.
The hips don't look bad,but you should try following the bikini line and place the rows of vertice closer to each other in this area to simulate that sexy fold between the leg and hips.
BTW:Use a normal blinn or lambert shader on organic geometry and get rid of those unnatural looking specular lights on her,note that this will also help you visualize the mesh and it's shapes much easily according you have a nice light setup.
The rest looks good to go
BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell