I agree that there are anatomy problems as well as other minor issues with it, as already pointed out.
The bottom of the crotch is usually around the center line, and thats where the hands start. This will get your general size/proportions correct. as you can see in your version the centerline was at the belly button, elongating her torso far too much. You're going for a more stylized sprite, so you have a bit of leeway there, especially with oversized heads.
The long torso also had the effect that she looks like she pulled up her shoulders in a shrugging fashion, so i pulled the waist up and adjusted the chest.
Second i removed some gold details, as they dont really add to the piece, and kinda make it hard to see what exactly is going on there. If you want to go for some gold applications, you might want to consider what exactly it is, and do it in a very bold way. very delicate details will just create unwanted focus in areas that are not as important.
While we're at details, you added a little highlight on her neck. that highlight makes sense if you make a guy with a huge adams apple, which girls usually dont have, but even at this scale i'd leave it out, unless its a key feature of the character.
For the pose, when creating a character initially i will try to not hide her arms and hands, to get a feel for the whole character. Point in case: she seems to have a gold bracer on her right arm, which is partly obscured by her body, that however seems like an important design choice, so make sure it is visible.
for her hair shape, you added some frizzles to her ponytail, i imagine that you want to create a more wild and chaotic hair, but i dont think hair works like that. In that resolution, if you want to go for a wild style, do it more boldly, dont try to rely on miniscule details. I'm not great on hair shading so that looks a bit awkward, but i think you'll get the idea.
Another gripe i had was the color of the hair and gold, they blend in with the skintones so much that its hard to see where the boundaries are. i'm not sure if its smart to use the hair colors on the gold stuff, but i imagine you want to have some palette consistency going on, so i kept that. I increased the saturation and decreased the brightness of that gradient to make them differentiate more from the skin. if you want really bright yellow for hair, make sure your ramps work together.
Another idea would be to darken her skin, so there is still contrast going on. although i had to change the eye and gem color, as they blended in with the skins brown.
Also, out of curiousity, you still work on a highly saturated green background. Is there a reason for that?
It doesn't always make sense to work on a mid grey, especially if your character is placed in a specific environment, however it does help with percepting colors more as they are, since they interact heavily with the surrounding colors.