Eyes looking much better!
Make sure you use those references as best you can. Use the grab brush (I think??) To push and pull things to line up. Looks like the back of the neck could go in a little. Neck also looks a little thin.
Just out of interest, why is the ear separate? For vert modelling, it makes sense, but for sculpting, I thought it’d be the same ‘lump of clay’, as it were…
Also, you say you need to apply the mirror modifier? Sculpting has it’s own mirror settings, and so it’s not really required. I’d apply it ASAP, and make sure the base mesh geometry is connected properly, or it could end up giving you some issues.
Also, someone above mentioned sculpting details like pours etc…That should be the vert last thing you do! I purchased a very good brush pack from the Blender Market called the Sculptors Tool Box - it’s not too expensive either.
You’d then use that high poly mesh with all of the details, and bake a normal map onto your lower res retopod mesh. Depending on poly count, Blender will crap the bed, and so I find xNormal to be much better. But all of that is way down the line - but something to consider.
You’re doing good so far. Just focus on getting the very basics right before you think about adding details and over refining. Smooth out the head shape etc…There are still too many lumps and bumps I think.