Thanks,
Yes indeed , the simplicity is the key to get a nice working realistic head.
the rule is pretty the same for any kind of head (man, woman, older younger…) that kind of topology is also optimized for facial animation, it follows the muscle structure of a human face: concentric around the mouth and the eye.
Personnaly, I prefer a lot more to begin with a sphere primitive (around 12 segments) with the pole oriented along the axis of the ears.Then I cut in the edge loops for the eyes and the mouth and start building the overall morphology trying to keep the mesh lighter as possible.
Then I add edgeloops where I need it most, around the mouth for example because it’s the most deforming part of the face.
Concerning the top and back of the head, yes, it’s useless to add more detail in my case because I want her to be hairy. so those parts will be covered.
Normally I also hunt every single triangles ans ngons when I deal with organic modelling, but sometimes like here to avoid adding edges I let some of them.
Hope it helped;)