So here's an update for Semper and anyone else who might view.
I redid my whole mesh painstakingly today, and it is quads only.
I also made some changes in how I approached the normal map build.
Things I changed:
-Deleted the UV seams on the high poly model (they were inherited from the low poly model that I beefed up for high poly).
-Made sure my texture size was a multiple of 16.
So what happened then, the normal map looked much smoother in most spots... but it was horridly off center in many areas. I back tracked on this new problem.Turns out saving a BMP in gimp screws up your texture coordinates in 3ds max. Same goes for TGA if you choose bottom left compression as the file type, instead of top left.
So I stuck with the TGAs. There was still some serious harshness in the hands that I simply painted neutral blue on the normal map, but other than that it was pretty decent. I think started colouring it with very basic single colours and found that colour brought out a lot more of the bumps in the normal map if done as an overlay (which is a texturing technique I have a tutorial on and plan to use).
I'd still like the normal map to be reviewed by Semper next week to see if it is proper or could be improved.
I think before then I might need to alter the mesh slightly. Correct me if I am wrong but do the moving joints on the models need multiple edge loops to avoid stretching during movement? Or is it moderate edge loops, but multiple bones? Excuse the toddler-esque texture job for now. You can see what I mean in the shoulder that's bent. It's stretched. Beyond that I also think his arms are too flat on the z axis (when they are raised outwards that is). They used to be much fatter but I flattened them out. It needed it, but it was too much so they just look skinny now.
Also I based the level of detail on the fingers on the clay golem model... I noticed the female npc has an extra edge loop to round her fingers and I will do the same.

Oh PS. I did restore him to the wearing shorts concept of infinity games. I also decided to back off on adding a lot of visual noise to his shorts. They are heavy burlap cargo shorts now, not polyester pants. His shirt retains it's nice (and now much cleaner) bunching/creasing effect, though less apparent with this silly shirt pattern on now.