Most of the doll work I've seen is meticulously textured and smoothed, but where fabric and skin meet, outlines, all that, they're never AAed. This one doesn't suffer from this too much but meet points are still a bit too hard, in my opinion.
Furthermore, the colour elements are all very neatly in their own rows, which is I guess a byproduct of a doll's usage for remapping of clothes to different colours and the like, but I feel a pixel art piece that is it's own art, not just something that can be something else if the need arises (as dolls are) should have it's own hand-crafted, single-ramp palette where every colour is there because it needs to be there and it serves multiple purposes in different parts of the picture. But that may be just me so take lightly.
Generally, the colour ramps are uninspiring. The skin row most of all. I'm not going to suggest cutting down on the number of colours used because doll work is doll work and you seem to know enough about pixel art to have made a choice about number of colours/smoothness choices. You should know you're wasting a lot of flesh shades, though. They're not noticable on 1x or 2x zoom... What I would suggest is working on interesting tinting of shades, giving direction and variation to the uninified ramps.