Well, if it’s a sculpt, you shouldn’t worry, animated meshes are supposed to be lowish poly anyways, so you’d still have to do some retop. Now that I look at it again, I think the topology there on the eyes is worth a try-- that part gets all wrinkly anyways so it may be better to have something “unusual”-- I’ve heard of people even doing things like using Ngons to control the way things get triangulated at render time, because they liked how it looked. Not suggesting you try that, but have you ever noticed how bad topology looks ugly when it renders, even smooth shaded? That smoothness-breaking may be something you can use to your advantage if you know how to control it (like that one guy who uses Ngons. Forgot his name).
The reason I was doing it lo-poly (like 16 verts around the neck I think, the head is actually the only part I haven’t got done. Freaking ears are keeping me too scared) is because a) dyntopo is awesome!! awesome! And b) I’m probably gonna re-top it anyways, and of course, c) even if I don’t, fewer polys are easier to quickly edit. Since you’re doing human busts, a moderate level of detail is probably OK. I wanted something I could quickly turn into an orc or a dwarf or an alien or whatever. But if you want a basemesh you can easily take from male to female and back, I’d go with a lower level of detail-- after all you’ll add it right back in on the sculpt. Oh, and lower poly meshes are quicker to rig and animate (not necessarily better, just easier), in case you wanted to pose it before sculpting.
Not suggesting you reduce the polys (just giving my reasons), it looks great like it is. And anyways, I always improve every time I do a new topology, so don’t be discouraged about doing it again! It’ll just make you… even better than me lol.