When you place a scratch or other mark you should be able to tell a story about it. This looks like it is a casted metal toy that have been in a sandbox for years. The edge were feels like it have been done with a very fine sandpaper that have thinned out the paint very evenly. But even then I would have a hard time explaining the wear on the concave surfaces. This is most prominent below the eyes and right above the black band. It also seems like you have used a direct x normal map where it should be a opengl normal map (scratches seems to go outwards). The vents on the sides of the helmet seems flat. You can just adjust the height and make the lines completely black and use full roughness. I think that it would be better to separate the different materials from each other on the mesh where there should be sharp differences. The band of the helmet has a too sharp edge to catch any light.
You can remove a lot of geometry and still keep the shape. Did you bake from a highpoly? I can not really see much from the images so if you need more critique you need to show the texture maps, the highpoly and the lowpoly. Maybe upload it to sketchfab?
If I seem a bit rough on you it’s because I have done all the same misstakes Take you time when you are texturing and dont let go until you can feel the material is what you want it to be. And ALLWAYS use references. It just takes to long time to fiddle around and attempt to reach for an undefined target. I still keep doing that…
It’s nice to see that your model is organic and smooth