You could try using dyntopo (sculpting setting) to subdivide verts while sculpting so you get less jagged edges. Smooth shading could've also made it look a bit better. Usually people use particle systems for hair, doing it with verts is expensive on computing and work time to get right. For this specific model I think it would've been way better to not do do sculpting altogether and do manual poly modeling with a cranked up subdivision modifier.
I hope my feedback helps.
~ Blender user