oi, not bad, especially with that texture work on the last guy.
One thing I can see that would help this guy is make him taller. Right now, due the height of his body he looks like a kid, and because of the adult features of the face, it turns him into a midget.
It's not a viewport perspective issue, either.
Try using the head as the main tool of measurement; right now he's only six head's tall. The typical heroic figure stands between 8 and 9 head's tall.
(he's just stretched here, so unfortunately the head remains proportioned to the body, but I figure he'd ideally be at this height)
Another thing that could help you out is fixing some of the mesh flow issues you have across the model. The connection between the hips and legs needs more polygon's for it to deform properly when animated. Same thing goes for the shoulders (with just that one extra set of edges they'll move up and down just fine, but you also have to consider that the arms will move backwards and forwards when he raises a gun, or starts to run.)
Some of the mesh flow in the head needs fixing as well. You have a good start, and you have an understanding of the structure of the face, but some lines still need to be connected and flow along with the muscles of the face, or done away with entirely.
Anyway, that's my spiel, hope you got something useful out of it.
Cheers