I've been working on a template recently as well. My template is aimed more towards a sculpting base so you dont see any definate face yet, but as you'll see there is still a muscular structure there. the muscles wont always be visible directly but the structure isnt 100% about what you can see as much as its about how it deforms for animation. right now my template can have a rig attached to it, set the rig to bone heat, and viola, its all set, no bother for changing effects of different vertex groups etc. it deforms perfect. You character shows good proportion for a realistic human but I really would think about the idea of add a bit of a structure too him. On my pic ive done a quick redline to show the flow of the musculature, and and hope you'll attempt to envision how that would deform. Ratchet is of course right, it is very polygon heavy, I'd take a look at trying to reduce some in the torso (probably 4 or 5 edgeloops both vertically and horizontally. and on the arms greatly, you only need probably 5-8 vertices around the arm with the "extruded edgeloop" technique that you seem to be using. overall, the model has some good form, but the actual topology of the model needs some work.