To make the face look real I would recommend getting it good and finished while still being symmetrical. Then Unwrap it, and you can mirror the texture. After it’s textured, then tweak your model to have subtle asymterical features. You can also make the texture asymetrical. Then if you have a fast computer, multires it up, and sculpt very subtle skin texture, wrinkles, eyelids have alot of little wrinkles, maybe some dimples, even a slight bit of acne. Then use the new baking tools to bake a normal map for your low res version, as there’s no need to use a highpoly mesh.
To bring her to life, you need an excelent set of expresions. Shape keys will probably work best for this, but you might also want a bone rig, or maybe a bone rig that also drives shape keys. You’ll want to spend a lot of time making each expersion. And make them asymetrical too.
Some general crits. the ears are coming out of the head too much where they are connected to the head, looks weird. The form and volume are pretty good. The head is not wide enough in the front view, sure it matches your reference, but the reference picture is in perspective and not 5 eyes wide. Try widening the head to around 5 eyes in the front orthographical view, and it will look very good in perspective. Your topology is pretty clean, I don’t like the way the crease around the mouth connects with the nostril, it’s unnatural and doesn’t flow with the underlying structure. should be a really easy fix. Basically you want a loop of faces, that surrounds the mouth where it creases, and flows up, around the nostril and into the top part of the nostril. Might not seem too important at the moment, but when you are creating expressions you might run into some unatural creases, and having to edit your mesh at that stage can be a pain. Also, the neck isn’t right yet.
Hope I could help, looking good though, I’m excited to see where this goes!