I like the character but there are some problems with the rig. I didn't dig too deep into it but here are some suggestions for you.
1. I would add at least one more bone in the lower body. The three bones make bends a little sharp, four would allow a smoother bend. You might need more points there too.
2. While the eyebrows are bound to their own bones, those bones are not parented to the head bone.
3. The arms need to be constructed better, they collapse when manipulated. Take a look at these videos on how you can do them better.
http://www.youtube.com/watch?v=qJzR4661i_U
http://www.youtube.com/watch?v=RFrTRt34 ... e=youtu.be
4. You should have different bone rigs for the different views, it seems you are using the same one and it really doesn't work well on all the views. You might want to set the constraints on the bones to keep them from distorting the character, like on the collar bones and tail bones.
5. The bottom of the neck isn't tied to the body, so when you move it, it looks unattached. Read up on point binding and have the bottom points of the neck bound to the chest bone, and the middle points to the neck bone. Then have the top points bound to the head bone. Add constraints to the neck bone and you end up with a pretty expressive head rig.
6. You should put all the head element into a group layer, it will cut down on problem later on.
7. The lower body isn't parented to the chest bone, it really should be. Better yet parent both the first lower body bone and the chest bone to that bone you have below the flipper. That way you can move the whole character around by translating that bone. Right now there is nothing bound to it or parented to it.
I hope you don't think I'm too critical, the character is nice, just needs a little work.
