Hi Daniel!
Your skeleton is looking really nice I like the proportions of the guy, it feels very natural to me.
These kind of project can go on forever if you jump around too much before really nailing down something before allowing yourself to move on. There are a lot of variation that naturally occurs on skeletons, which makes it really difficult to say if something is right or wrong. For example, your ribcage looks very different from the one I did, but not becuase its is right or wrong, but because you have made an aestetical decision about it, which is great, it gives the work a lot of confidence and a solid look.
One thing that maby could get a tiny bit better, from a mechanical perspective, are the joints. Some of them are really well developed, like the elbow joint, but some of them feels a little bit undefined and could need some visual explanation in regards to their function. The knee joint and the condyles of the femur and tibia for example could need some work (as well as the proportions of them compared to each other). This will become very important when you later attach muscles and also when you pose the skeleton.
About the crashes, consider splitting up the skeleton into parts (different subtools and then use polygroups to separate things further) and use Zremesher to create subdivision levels for it. That way, if you want to pose him you can do that while using only the lowest subdivision level and then turn it up to max when rendering only. Or if you want to work on the skull then you can turn the whole skeleton to the lowest subdiv level while maintaining a high subdiv level on the skull only while you work.
And press the āCompact memā - button before doing some high intensive memory operation, it helps
Either way, amazing work dude, I enjoy your journey and I do appreciate the time youāve put into it, I can see you work very hard on it. Keep it up!
Best,
Alexander