One thing I learned over time was to try and work on orthographic view. At the beginning I used to move vertices and faces in the 3D viewport in perspective mode only to turn the camera around and see that from other angles things appeared broken. When you’re moving verts from your viewport camera view, the perspective creates the illusion that things are lining up when they really appear so from that perspective. So my topology was always wonky because of that. Overtime I got used to staying in orthographic view so things get stuck on their respective axis and I avoided the wonky wobbly meshes and loops.