Looks like a good start. Here’s some notes I’d give you on it though.
Lock out and hide and attributes that aren’t meant to be used by the animators. So like the hand icon, lock out and hide the translation and rotation scale attributes so they can’t accidentally move it around, or don’t keep trying to because they forget, or accidentally move the icon off into no where by accident.
For that matter, hide anything that you don’t want the animators to touch. They will always accidentally grab something they aren’t supposed to use or rotate a joint rather than a control and then the rig and animation is all messed up. On which point, good job having the controls and joints in separate groups.
Your shoulders aren’t attached to the spine and your right hand icon isn’t attached to follow the rig.
Add some controls for animating the fingers. There’s nothing worse than animating fingers, or at least time consuming. Give them simplified controls, or at least all their controls on one icon, all in attributes so they can later save off their hand poses to keep them from having to position fingers all the time.
On which note, orient the LRA’s of your fingers. You want the fingers to curl all on one axis to make a fist. I.E., rotate y should rotate each knuckle in the same direction.
On your IK FK switch, leave both controllers on in between the switch. Sometimes you want to move the controls around between the blend to affect the animation curves/ transition from one arm to the other.
If you add a duplicate joint of just the elbow and knee, and have it rotate half of what the existing elbow and knee joint does, this often provides better deformations on those joints.
Couldn’t quite tell what was going on with the joints in the hand, if you have this part or not, but I use two joints for the hand. One for the wrist twisting and the other for the rest of the hand bending. The wrist joint onlly gets rotate x from the control. Then the hand joint is parented to the wrist jonit and gets only y and z from the control. That way when you move your hand up and down, side to side, it doesn’t yank out and break the forarm.
Also, on the forearm, you can get better rotations on it if you put a joint halfway in between the elbow and the wrist and give it around half the rotation or less of the wrist. It will give you better fall off on the twisting. If you don’t get why, rig up two cylinders. One with a joint on each end, and one with 3 joints, with one in the center. Give them a similar twist and see how each cylinder looks.
On the spine it’s like you combined the IK and the FK rigs. If it’s IK, keep the controls simple. One for the chest, one for the hips, use expressions or nodes to animate the falloff from one control to the next up and down the spine. If you are doing an FK spine, don’t orient the LRAs of the joints to face their child. it makes it a nightmare to twist the spine naturally. Orient them towards the world, or at least some comparable straight up and down direction, doesn’t matter which axis is up and forward, just what ever is consistent with your rig for your animators so say rotating y is always forward backward or whatever (And actually make the twist joints of your IK spine the same way, so the twist works well on it too, and so you can blend from fk to ik). Also, I can’t figure out what those extra attributes on there are for but they seem to really jack up your arms when used.
On the foot controls, don’t limit the animation so much. Give the animators a lot more room to play. They can decide when too far is too far. Don’t let the joints do a 360 or anything but let them go to just beyond broken. Sometimes that’s how far things need to go for just a frame to look good in motion.
Also, check out your scaling if it’s meant to have that because I couldn’t find the way to overall scale the character off hand.
That, and everything Emil said.
It’s a good start. It could use a few more things to make it really animator friendly from here. Good job so far.