Yeah the sprite is fine.
Maybe use a few more solid colors and less dithered shading to bring up the hair and the armor's details.
For those who don't know, "Dithering" goes back to the days of the Genesis and systems that did not have many colors. Instead of using a solid color to shade, you would do an array of 'dots' of altering colors, in different patterns (criss cross, square) at a pixel level in order to achieve the illusion of more colors/shading, at the cost of the sprite looking 'muddy' and losing some dynamics. I will try and find an example:
Ok here's an easy one everyone has seen:

The pipe tile here has three colors... but 'appears' to have four colors because of dithering in a perfect crisscross pattern on the underside on the horizontal pipe (and on the right side of the vertical pipe).

This is an example of a non-dithered pipe.
If you examine DOS games, and some older Genesis games, they use dithering.
In Pixel Artistry, dithering achieves a worn-out look. The best comparison I can think of is to compare Simon Belmont's armor from CV4 (chock full of dithering in the blue plated areas on his thigh armor)
BONUS: Check out the HEAVY Dithering on the incoming bat's red wing undersides, on the left! Dither-City!

And compare him to Richter Belmont and his solid blue colors with no dithering at all in his outfit:
