Yes, the soldier is well done, but he is very specific/futuristic and does not fit all scenarios and of course he is overused, since we do not have that many default assets, but I cannot remember him being used in a real story based game, I only know 2 games that use him plus mine, which makes 3.
I also don't know what is wrong with re-using assets, but some people may call you asset flip, I had that happen to me, I made all the assets for my game myself, except the soldier and weapons, which are only re-skinned, but then people went and pointed at it and said, it is just an asset flip. However I think asset flips are not possible with Torque, they are only common with Unity engine, because you can buy asset packs and packs where they already programmed the game logic for your, so you can just take it and release it, with Torque you have to program yourself, you don't get very far without good programming skills.
Regarding compromises, that is why I said, you probably should focus your work on promotion now and stop developing so many features. What I do is set myself a schedule, like "create feature x in 1 month time limit", then I work only on that until it is finished. I made the first version of my game in 3 months, 1 month level design, 1 month programming game logic, 1 month dealing with release/promotion/testing. You should not underestimate the testing/releasing part, I did not have many competent playtesters so after my release when thousands of people played it lots of issues showed up, even though I thought it ran stable.