It looks great, one thing to think about when designing humans, or anything for that matter is there are very few 90 degree angles in life.
Do a google search on “rigging pose” and you’ll find very few professionals actually use the traditional t-pose, that’s because it doesn’t create dynamic, interesting and “alive” characters.
When you rig a character starting with a more relaxed and natural pose, you get much better results.

Compare the two characters above.
Having no acute or right angles in the skeleton stops the character looking too rigid. it helps the rig to flow more naturally when animating too. Just make sure the legs are slightly bent, same with the arms. The back should arch, but not too much. The head should be tilted forward very slightly.
An extra benefit of this pose is that it’s easier to get the length of the arms right. Stand in the same pose yourself and notice that your finger tips fall to just about level with the bottom.
The most important thing though is to use good reference drawings, google “male orthographic reference” to get some good front and side views of a person (beware, you might get some naked people, artists often use life models to get the best reference images, so don’t do it when your mom is in the room!). You can then use blender’s excellent background image function to put the image behind where you are making your character. This makes modeling easy.

My final advice is that you shouldn’t feel that you are “terrible” at making humans. It’s all just a matter of practice. Make one human model and it’ll look terrible, but keep making them for a few years and you’ll be making ones much better than me!
For people who want to specialize as modelers or riggers or texture artists or whatever, they make thousands of practice pieces over years and years, just focusing on a single area of expertise. For the rest of us we have to try again and again, all parts, from modeling through rigging and texturing. It’s pretty draining, but it’s really the only way to get better at it.