Thank you guys for your comments.
@radoo I agree. I struggled a lot with maya hairs. I tried to use a bit of a ramp to darkening the hairs at their base, to integrate them a bit more in the skin, but it didn’t work quite well. I’ve also used a linear workflow approach, which is a bit counter intuitive at some point, and I didn’t gamma corrected the ramps and color swatches, maybe I should. I also feel that in the raw render, the hairs doesn’t look like they are in the same light as the other materials.

They may have too much specularity, don’t know…
@spacemonkeydr: I didn’t get it for the eyes, but you’re right, the bottom highlight are too broad and maybe too strong also. For the wrinkles, I’ve tried to guess it from the start, using the excellent tutorial from Cesar J. Dacol on gnomonworkshop, but I should have used references. I was having so much fun just messing around and trying to reconstruct things from nothing that I forgot references, which led me to some erroneous results.
Regarding the ears, I’ve first started the sculpt with a rat in mind, well, rather a rat looking human face. I didn’t follow this later, but the ears stayed in this idea. That may be too much, or not enough. I think I emphased the pointiness a bit with liquify too.
@anigroove: The highlights are clearly a bit harsh. I’ve seen that for quite a long time, but I’ve been a bit lazy. The drawback of using so many maps is that you have to change a bunch of them for a tiny adjustement. For the shirt, would you elaborate a bit, I don’t get it?