One thing I would definitely suggest is reevaluating head scales. While a certain amount of leeway is granted for these, generally it's thought that within a work for the sake of consistency most of the heads should be fairly close in size. You've got (so far as I can tell) 3-4 unique head scales which makes things seem a little incongruous.
Body types is another, where the big guy stands out like a sore thumb. While it's fine enough to have such variations in thickness, there's some stylistic elements that come up strange here. Pulling things together with shading would help I think.The general scales of things also comes together to make it look like he's a blown-up dwarf and not a big guy.
Lastly is the palette. While the best change you've made and one I almost pointed out earlier is removing the black from the big guy's arm. That's not enough unification though by a long shot - he still uses twice as many colors as any of the others in any iteration. Also, when i'm on a new monitor the red is clearly lighter than the grey (as opposed to others where it is clearly darker), but that's not sometihng to bank on and it still appears odd and disconnected. It would be better I think to bring in proper lights blended from the color of the trousers than to rely on the idea that full-sat red must be lit. I know you're not at all done with the pants but I would consider changing even that placeholder swatch (completely) to reflect an actual lightening. Wearing a grey shirt next to car tail lamps should be a pretty good reference

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Also sorry if I came on a bit strong, I hadn't realized that this was meant to be a continuation of and not a solution to your old thread

. Keep it up!