your
This is a basis for a character I am creating. 
his legs are too low, his torso is elongated, its extremely difficult to work convincingly within this perspective and I bet it could even baffle seasoned pixel artist (of which I'm far from being). and especially without refering to existing game sprites of any "perspective 45" game, here is my hurried attempt to see if I could improve upon your base, and I found it rather difficult, and there is an inherent tilt due to having to adhere to the square grid and match that awkward axis, It's quite something to tackle immediately in pixels I'll give you that

and also just to mess with your mind, I arranged it like this too

which isn't so insane, (minus the perspective of the sprites) Zelda does this for the top down dungeons and a few other games also, birds eye oblique projection?

the one under the green dot is the one i made an effort with. I think one of your problems is that you need to use darker tones to reinforce the depth of the sprite, and in some cases you have details of equal brightness on their lower halves, making the depth confusing, and the pixels are offset by 1 pixel, which sounds easy to fix but ruins the edge flow you established, also my edit got shorter as a side effect of trying to correct the issues, and I couldn't easily re-enlarge without causing yet more perspective issues.
and I'd prefer boktai style 45° perspective, atleast it'd be easier to do sprites, having a diagonal angle is easier to do perspective-correct legs on for one.
there aren't many games that do it, the original jagged alliance, earthbound, boktai and uhmm ultima can't think of any others. the intention of using non topdown projection schemes is theoretically to give a greater sense of 3 dimensional depth lacking in 2D games, and I can see why not many use this, because it's not the most convincing

and difficult to pull off naturally