looks fine however the ankle joint i somehow strangely attached to the rig.
Ok firstoff the base selectors shape should follow the pelvis, otherwise if someone makes a walkk cycle it will get left behind your chraracter, in wich case a visualizer for it is just waste of time.
Ankle is somehow bound to the leg ik, it might be a good thing or it might not.
Toe wiggle should be part of the base!! Or the foot to be exact.
Also the hand ik could be more easily selectable. at that bone scale but it easily fixed. Ut if there s geo on top it becomes a bit non handy.
What i would do is make all the bones become proxy shapes so the one could work directly witha bone porxy. You can make any shape a bone by insatancing a poly shape (using mel only) under your bones transform and then hide the bones... Thisway it would be better for animation. One could use the proxy rig for animation even if the chracter itself is complex.
Maybe ik fk switching! you should be able to manualy set the ik fk selector visible, bacause you may want to key a position for them before you start to manipuleta the switch, alough you can allways set the swich highe enough and then set it back but still a bit of extra effort.
Aou might want to add a panel thats designed to easily acces all tohhes commonly used values Maybe replace the layer palette with it or just add it between channelbox and layer opart of it... Thats what i do.
Aslo you might add a cutsom selection modifer that only selects those things in your rig that are meant to be selected.
Some places llige the neck and shoulders might benefit form a extra transform that can be keyed in a event of gimbal lock.
Also for face manipulators and others, use channel controll to hide the channels that are locked and meant not to unlock.
MAKE CHARACTER SETS!