okay... I made an edit like this one a few days ago, but I didn't post it because I wasn't sure it showed what I meant it to. I was hoping somebody else'd say the things I meant to say, I guess.
Anyway, here are the points I'm trying to get at:
Mostly, I think you need harder shading. I've taken it to kind of a ridiculous extreme in my example, but you definitely need to break up the different planes of his body. Use a darker shade for the abdomen and legs where you can. Mix up your pallete some more. It needs more contrast, basically.
The view is wierd. His body is basically straight-on. The only real deference you've got to the bird's-eye angle is the way you've drawn the head, but because the shading is so slight, it mostly makes it look like the proportions of the face are off, kind of DBZ style. I'm not entirely sure if I'm describing the view you want - but it seems like it'd be hard to do a tactical game in two dimensions without having the camera above the playfield. Or below it, I guess. So to get the view right, you need to mess with the body proportions more. I thing you need to show less neck, and the arms and legs should be shorter. It's hard to do this without making him look like a dwarf, though.
EDIT: I keep nibbling at this thing. The problem with making musclebabies is that they probably don't need this much work - any time you spend making a template, you need to spend probably just as much time customising it into each character, trying to make them look different. Anyway, I like to mess with stuff. This edit is less made-out-of clay and the colors are closer to something useful: