You've done well in showing how the lighting illuminates parts of the body it can reach, and maintaining an outline around the character to separate her from the background and avoid confusion in where the body ends and the background begins. I also like the pattern of squares behind her and the stylised border that adds balance to all the information in the picture, so we're not left with a large black canvas with the character.
You've tried to keep the outline effect on the character's arms and also have them foreshortened so the guns face the camera. This results in a pillow-shading effect where it seems like the anatomy is being shaded starting from the outline or border and seeing more highlighting around the middle - it takes away from the illusion of that anatomy being fully-formed, as there isn't enough information to go on with what forms are where.
As well, the hands could stand to be larger to better sell the foreshortening that's going on; it's a tricky pose because you need to balance the accuracy of anatomy (with referencing poses of people pointing guns at the camera and understanding the structure of the arm) with really selling the idea of the hands and guns coming towards us, even if you have to cheat the arm structure to do so (e.g elongating the arms). Cartoons and videogames will often cheat anatomy in this way to strongly sell dynamic poses that may look underwhelming or impossible in real life; Guilty Gear XRD/Strive and Dragonball FighterZ, both from Arc System Works, are examples of limbs being elongated and bodies being twisted to achieve the desired effect on-screen.
Don't feel too bad if you decide you have to bend the 'rules' to sell the effect, it's just a matter of understanding the rules to begin with so that you know how best to cheat them.
I might also suggest shrinking the face a little (the eyes and mouth in particular) while keeping the head and hair the same size.
Thank you for such detailed feedback! I like the artistic deformation of the anatomy to enhance the effect of dynamics in some games and anime, it's a very interesting but difficult technique. For me, this is the first work with such a perspective, so of course I made some mistakes. I will try to avoid them in the next work in high resolution!