FlonkDonk One of my constraint though is that, the character would be able to be adjusted by the actors height and limbs length and chest size etc.
Yes, the idea is to prepare the model to accept parametric tweaking of the body proportions. This is a planned feature that will be added on future releases of the Chordata software.
Another restriction @FlonkDonk is dealing with is the fact that he still doesn't have the exact shape of the underlying armature (we are defining it based on statistical anthropomorphic models, and experimentation). So he's intentionally leaving the overall proportions definition for latter.
Whit that said, in the meantime we can go with canonical proportions to make it feel balanced and harmonic. I do agree with @Zoombapup about the upper part feeling too narrow.
FlonkDonk As for the arm, can we put them a bit higher with the armature?
The gleonoid placement of the scapula/head of humerus are too low and a bit outside. Hence the neck seem too long but it is proportionally accurate. As for the head, does it seem too small or too big? It is proportional of the an average female or male body (8 heads high)
Yes, for now we can only make decisions based on artistic proportions. The head size looks correct to me, perhaps changing the upper part of the torso might change the long neck perception.
PS: I posted this WIP in blender.community. We would love to see more blender users get involved with Chordata, so if any of you have an account there please show some love to the post 😉