Excuse me, as a space-trash-collecting powered suit it is OBVIOUSLY no more than 9 or 10 feet tall - the flexible segmented nature of the upper legs, as well as how closely spaced the legs are, is clearly meant to accommodate the legs of the pilot, and if we assume from that benchmark that the arms would be held at his sides in the normal position of a pilot's armrests on a cockpit seat, then that places his feet around the suit's knee - the bottom of the flexible part, his arms inside the flexible segments in the shoulder joints, and his face (or at least his eyes) behind the "faceplate" of the robot, allowing the half-dome with the sensor on it (which is itself inside a pressurized clear half-dome) to open by sliding or hinging upwards (or retracting into a hemispherical slot) to expose a viewport with a standard extravehicular activity visor assembly to allow the wearer to safely make firsthand visual confirmation of anything the sensors may not properly convey.
Usually 90% of the mecha I draw would have the role of "boss character" in something like Zone of the Enders or another video game. They are specialized, one-time models with unique attacks and weapons. I don't really have any specific combat roles or strategies for any of these in something like realistic warfare or a mass-production in a realized "world." Neither are there any related design lineages except in the "Space Mecha" series and the very first series I did of "Torsoless" mecha. I suppose another good example would be in a type of arena fighting game like Virtual On or Tech Romancer in that every robot brings new crazyness to the table