Man... I would be honored to have you as a neighbour. Your analisys of topology is better then whatever I've encountered out there.
If I learned something is to take a step back and analyse too what the basics are of edge loops and what the functions are of the poles in addition to what you already explained. So permit me to present my findings (and please don't hold back any critiques)
I found that there are 4 ways in which poles are produced on the mesh:
1) extrusion
2) spin quad/ spin edge
3) rip (help me out here, by lack of a better term. It is wath the V key does in Blender.. but I explain more in detail later)
4) Knife tool
I also found out also that edgeloops may overlap on different ways without interfering with eachother
EXTRUSION:
After you invoke the extrude command, you may pull a 'limb' out the mesh, or confirming the command right away, leaving an edgeloop on the mesh.

Something was said in the affect that a pole can not be elliminated? Well..you could do it like this:
After the cuts, you are left with 3 pairs of triangles that can be merged into 3 quads. The result looks a little funky, but if you elliminate another
ADJECENT E pole, you are left with a C-loop
Edgeloops can coexist. So in this way you don't have to be afraid that there might be some dire consecuenses that edgeloops you create might disrupt edgeloops that are already present:
As you can see, loops can touch eachother, intersect or be a part of each outer loop, which is cool. So this means that you can form your eyes loop, mouth loop and pull a nose loop that intersect the mouth (or mouth-nosetip loop) without a hassle. The nose loop could be converted in a C-loop with the technique I mentioned above.
That's it for today...I will pick it up tomorow
