Feet are surprisingly difficult. It took me hours to do one at first, and I had already had the benefit of doing the hand first (they are similar in a few ways b/c digits). Those aren't too bad Anon, but I'd go for even lower resolution until you've blocked out the entire form to get the proportions/pose just right (think lego version of M66).
Then spend time working on the 'simpler' forms like the arms & legs. Then cut in torso details (but leave out the bewbs!). Then shape up the neck and shoulders, then the back.
At that point you can go to work on the hands and then
the feet (they are tricky!). Go back up and do the bewbs, butt, and other lady bits.
Finally you have enough familiarity with the model to begin working on the piece de resistance: the face
Even during this forming pass though, don't cut in too many details!
Still too early. Let the model site for a couple days at this stage if you have that luxury, and study other things.
Then, with 'fresh eyes' you make the third pass to tune it up into your final game mesh. (Should stay at roughly 30K - 45K polys depending on accessories, etc.)
Later once you've lived with the model for a while you can lock it into a background mode, and use it as true 3D-ref for sculpting (if you have enough h/w) a real hero
mesh from her.
Good luck Anon, happy vert-wrangling! :^)