Hey man! Welcome to ZBC!
There are not many things I can spot! Personally I think its quite something to get what you have in a couple of hours from a sphere!
The first thing I’ve noticed is the head - body proportion. I believe you want this guy at about 7.5 or even 8 heads high… Yours has a little more than 6 and this makes his head a little funny compared to the body… It could be the perspective but it won’t hurt if I mention it. What I use for measuring in Zbrush is transpose tool. If you take a measure of the head and than go in transpose options (I believe they are in preferences) you can set that particular measure as 1 unit. From there you can start measuring the body but this time when you will see “1” in the left top corner you will know for sure that that is one head. Quite a dirty trick in order to make yourself a measuring tool but it works.
Another option would be to make a subtool in which you place a plane at every landmark of the body. After I finish this post I’ll check if I find it on my computer and I’ll make it available here. The nice thing about this is that you can keep it around for other projects.
Another detail: The highest point of the skull (from a side view) is behind the years, towards the back of the head. Usually people tend to make the middle at the same level of even higher which is a mistake. Your model is not necesarlly falling into this mistake but I would review the shape of the head… For some reason the back is quite curved… Here is some nice references!
1 2 3
His cheekbone appears to go and finish almost towards the top of the ear. It should go instead exactly on the middle of the year… it is more or less on the horizontal except the little S shape it makes in the middle. Check the skulls I showed you earlier for this bone and you will see what I mean.
I would review the clavicle shape if I were you. Try to get that S shape while looking carefully at a reference and observing the landmarks that define the route this bones follows. References that might help you: thisthisand this
The other thing in the face area I wanted to tell you about is the mouth… There is something called the “barrel of the mouth”. The point is that the mouth sits on a shape that is like a cylinder inserted in the skull. Try to check you model from above and bellow and ensure that the mouth has a round form and that the upper lip overlaps the lower lip.
The last thing, regarding the body overall, is that I would advise you to keep in mind the offsetted curves of the human body. They can guide you while trying to achieve a correct and appealing human body. What I mean is for example if we take the legs, you will see that the curves of the exterior are coordinated with the interior curves of the leg. I took a pic with a model done by Scott Spencer. I changed to FlatShader so I can show you the silhouette. Observe the curves of the legs
(note: this model uses the 8 head canon)
In general, is good to look at your model in this flat mode because than you can see if the silhouette gives you enough information and if the curves are where they should be. Also try to use a material with real time lighting such as the basic material. I would recommend basic material 2 because it has a nice specularity that can help if you learn to work with highlights. Most of the MatCap materials (esspecially the red wax) tend to confuse the viewer and to hide certain shapes. They are ofcourse a very nice option for rendering but when it comes to work, try to work with a more neutral and helpful material. MatCap wise, try to get the Mudbox 1 and 2 materials from Zbro. They are some nice materials for sculpting and rendering… this if you really don’t want to use the basic material 2 (which in my opinion is the best for sculpting).
Well… I hope this has helped you some. I tried to point out what I’ve seen and ofcourse I could be wrong about some things that I’ve said but I would still go over and check the pointed areas.
I’ll check if I can find that plane subtool on my computer and I’ll be back with it in case I find it.
Good luck mate and keep up the good work! 
Cheers
Dan