>>1004617 (OP)
Anon, that's actually not bad. You got the ribcage andthe pelvis right, no additional bones between pelvis and upper leg is also correct.
Some thoughts:
1. The toe bone seems a bit too long.
2. Even though it is technically like that IRL, the knee bone is placed a bit more "centered" inside the knee. You can use an additional "knee bone" poking out forwards from the knee (add constraints to keep its rotation between lower and upper leg) to fix the knee getting too round with a centered knee bone.
3. The shoulder should be one bone (as with the knee, you can add a helper bone poking out of the shoulder, angle constraints etc. etc). Same with the elbow, you can use a helper bone there.
4. The lower arms usually have a "twist" setup where there's 2 or more bones in a row that gradually twist towards whichever way the hand points. Lots of youtube tutorials on how to set up that one. Twist bones can also be added to neck, upper arms, upper legs but some people (me included) skip those.
5. Thumb bones seem a little misaligned, and some people put one additional bone for each finger to simulate the bones in your palm. But that's a very minor issue.
6. Always keep in mind that these shiny production rigs you sometimes see on youtube have a) hours of weight painting spent on them and b) a ton of corrective shape keys applied.
Overall your rig isn't half bad, OP.