The textures could use a bit more work, other than the face I'm not sure if anything is non-procedural. The stuff you've got is an OK starting point, but you'll need to bake them onto a properly UV-ed image texture and then work on the details, like tiny specks of rust and such. As it is the textures are very obviously computer-generated, which tends to break realism quite easily.
As for the actual mesh, I'd say it needs a bit more work as well. Generally speaking parts of it look more like a skin-tight suit than armor, I'll go ahead and say that it's a result of this being a human mesh with some clunky bits and a black, metal-ish material slapped on to it. A better approach would probably be to model the whole suit of armor as several separate meshes, while keeping the underlying human mesh untouched. By then covering everything in armor, you'll accomplish the "Covered in armor" look much better.
Aesthetically, I'd also recommend taking more visual cues from the actual set, this looks more like something out of Hero Factory than a Skrall. (Not criticizing the interpretation, it's just that other than the shield, helmet and shoulder spikes, it really doesn't look very skrall-like.)
Also, if I were doing this I'd try to give face modelling a shot, aiming for something more similar to the actual Agori/Glatorian head part, since the human face on this just looks weird.
As a closing remark, I'd also recommend trying to render with Cycles. The glossy shader is a very easy shortcut to making metallic objects instantly look better.