Thanks everyone, great critics and questions!
@eishiya, you are right, as the ratio is 2:1, a two pixels wide gap in front view would equal to a 1 pixel gap on side view, which would actually be obscured because of overlap so I fudged it. I actually learned that from your critique on my side viewed doors/rooms in another post, and I have been using it time and again, thank you

. As for the length in side view, I think it is geometrically right because although he occupies a ground mask that is square before perspective, the rectangle formed by his feet is indeed wider than longer in front view, so it should be taller than it is wide when rotated. Now, one thing is being right, another is looking right, maybe I should cheat on that too.
@Helm, first of all, its an honor, really, I've read all your stuff about three years ago and it was very helpful and enlightening to say the least. Now to business:
1- Agree and agree. I just noticed I have used an outdated palette, the current one has more distance between the darkest color and the shadow. I hope it is better now, I have also made a few tweaks to make the curved parts look a bit more defined:

2- Yes, his head has a square base. It fits the game's voxel/block unit, which is at a 2:1 ratio topdown perspective (think 2:1 isometric, but aligned with the sides of cells, not the vertices), so the basic cuboid in game looks like this:

, and naturally would look the same when rotated, because the base is square. It is not exactly a cube though, since a cube wouldn't have the top and the front faces with equal lengths at the typical isometric perspective, so its a cuboid with square base but shorter than a cube, which ends up looking 24x12x12.
I never had to describe it before, and now that I did, what a weird shape I have chosen as a block unit, but it is convenient. This guy's head is similar but a little smaller, 16x8x8, and the whole robot fits two blocks stacked on top of each other, 24x12x24

. As I answered to eishiya, I have to consider if it looks good to casual viewer.
Thanks again both of you for the excellent feedback. The very point of this guy (besides using it as an asset) was trying to correct errors I always make when designing top down humans/organic shapes, the squareness of the robot helps making these more evident. All my side characters until now were total garbage.