Huh, I was actually going to go more the route that Blender got its mascot. I was planning on making a low poly object that could and was intended to be treated as a primitive to be put into Blender so people could play around with it and work with it like they do with Suzanne.
Since you posted your work, however, I feel like I have to at least establish that I am capable of more than this before presenting my first completed primitive prototype for the purpose stated. Thus, here is my current main project I am working on in the modeling stage:
I have other work ranging from nature scenes to characters to full blown stills and animations but it each piece is either incomplete, not something I'm proud of, or (and this is a shame because this includes most of my current work) under NDA (yes I'm being paid for it so it's professional work...done by me...ya). As for years of experience, I have two of those under my belt and I am what you would call a 3D generalist looking to become a Blender Guru (just another infinite years to go and a BFCT License and I'll be good on that).
Now that that is taken care of I can show my first concept for the mascot. This one is the one for the helmet I was talking about earlier and here is the first prototype:
I also have a tank I've blocked out (not too far away from the final product) which would lend itself better to people wanting to play around with it as you can rig it easier than this which doesn't really have too much rigging work you can do. I've taken note of the feasibility of Suzanne to be subdivided without major changes in the mesh and please be advised that this current model does not work so well with that idea as should be easily noticed if you follow the topology. Thus the conclusion is that sudivisibility and rigging do not match that of Suzanne which may end up making this mascot a dud or at least in need of heavy rework if this concept of "low poly primitive" is taken any further.