Nice job, that is looking much better!
I think part of the problem you’re having in areas like that is overcomplicating the geometry a bit too much. There shouldn’t be that many vertices that need to be combined to begin with. Here’s an example on the left of the density that’s needed for the project in comparison:

Try to focus on vertices and not so much on edges and faces. If there’s a change in the surface that alters the silhouette of the object from any angle, put a vertex there. If not, a vertex is not needed. You might even try working entirely in triangles if you want to shift to that mindset.
If I had to close a gap like that though, I would do the same thing you did, but try to keep the vertices a little more evenly spaced apart so that the faces aren’t quite so stretched:

Overall though, these are looking much, much better! You may want to go in and reduce the topology in some of those areas where it gets tight on surfaces that don’t need that much detail, or take another shot at lowering the poly count even further like in the first example in this post if you have the time, but what you have now certainly looks usable to me and we could make it work.