Thanks.
From the first look,I can tell you everything is well layed out for facial animations,concentric loops around the eyes and mouth,the lines from the corner of the mouth are straight and should remain that way,the rest would really depends on you and the way you would like the skin to deform.
On the other the polycount,while I HAVE seen models that reached beyond this count, is much too dense right now considering the amount of detail.
Remember that if a polygon doesn't contribute to "SHAPING" the object,then it is a waste of data,right now there are plenty of polygons in rather "FLAT" areas of the mesh,mainly the TOP and BACK head.
I know it's a practice but keep in mind that Meshsmooth or NURMS are made to make your life easier so as an example,instead of using around 12 polygons of "wideness" for the nose,4 would've done it well and a few more to get it to look really "wrinkly".Let the smooth algorithm do the rest of the job.
All that said,keep it up,it's good to see high polygon models around,I personally think they are an important part of game dev.
BlackBird thinks he owns the sky,
But he can't look me in the eye,
-Andy Bell