I wrote some replies here a little while ago, looks like one of my posts vanished? Hope it didn't end up somewhere it didn't belong...
Anyway I'm totally screwing myself at work to get this done, but I couldn't help but finish up my mesh rebuild.
Melty-smooth subd view
Here is the edit mesh. And oh no! I decided to use triangles
But wait, My loops are all (about) where I want them
And look, the subdivision algo cleans everything up for me

Note: Blender leaves out some edges in this kind of draw mode.
In the past I have been really stuck on this 'all quads' rule, to the point where I didn't finish some models because I couldn't figure out the edge flow. It made modeling a really laborious task, when before I knew anything it was a lot more fun/easy. Lately I've been trying to get into the mindset that form is more important than topology. Two things that really help with that are the new sculpt mode and re-topology tools in Blender. I still don't have as much control over my topology as I would like, but at least now I can move forward.
There are still a few places where I might want to cut some new loops, and I need to push some verts around, but I think this is ready for sculpting
Next thing though I need to experiment with polygonal tentacles...