I'm not too surprised this is on the front page. You took the Second Renaissance, Blade Runner and Ghost in the Shell and shoved them into the 'cyberpunk wet dream' blender.
Being that this is your first animation attempt, which is admittedly impressive, my sole criticism is that, ironically, character movements are too robotic and unnatural, which, also ironically, implies a lack of understanding of the mechanics underlying human movement.
The part where Motoko Kusanagi unplugs from the Matrix and walks toward the window, I can tell you didn't actually animate her feet touching the floor and cropped it out in post, you animated it as a crop from the start, because the animation only gives the "impression" of someone walking, and it's more akin to swimming vertically than it is to a walk cycle.
When people walk, each side of their body tilts up and down in accordance to which leg is giving the body support verses the leg that's falling behind, coming off the floor and going ahead of the person to exchange the job of support with the other leg. Also note that the side a person's body is receiving lumbar support on will apply pressure to the body while the side not receiving any will be relaxed, the former causing the body to bunch up and the latter causing the skin to stretch, because the former is supporting and the latter is extending.
A good way to get a grasp of how this works is to do a walk cycle from a side shot in full body, a stick figure with ball joints oughta do it. Keep in mind that the body is in a constant state of falling and the act of walking is taking a 'static object' and transporting it by means of bipedal terrestrial locomotion. Think of an action figure with its leg lifted and knee bent and keep in mind that the simultaneous lack of support and focus of weight would cause it to fall to that side.