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Being an historically 99% ambient shooter myself, I would defer much to others (and I feel you on this one @ learning curve of studio lighting) regarding studio work.
As an ambient shooter ... we are accustomed to things like Sunny 16/ (direct) vs. heavy overcast (giant softbox), but with studio it seems that the bar is raised due to the increase amount of control that is possible (more lights & modifier options). From that, it becomes an exercise in perpetual refinement ... at least that's what I've programmed myself to help understand the transition.
That being said, the shadows seem to say "one light", no fill, on axis. Looking at the BG, it looks like lighting placement / subject distance from BG is good such that we don't see shadows cast on the BG. But, we can't quite say the same for the subject.
The 3D eyebrows are casting shadows that create enough contrast to draw my eye to them, as does the shadow under her chin. The shadow under her nose seems much lighter than the others, so it doesn't draw as strong and seems reasonable. I'm thinking that because of the angle diff @ nose vs. chin (especially as chin is lowered by dramatic mouth), this could have been improved upon if she had tilted her head/neck back such that she was facing into the light a bit more.
Also, with the elongated face (dramatic mouth opening), and the placement of her arms, the subject has strong vertical lines, yet it is framed in landscape ... accentuating her broad shoulders. As such, part of the eye/mind wants to go vertical, yet gets pulled horizontally as well ... so there is a bit of a conflict, even though the lighting guides us vertically from its overhead placement. The crop across her forehead also doesn't seem to help much here. If it were a tight crop, but in portrait orientation ... it might work better.
Also, not sure @ color cast, but I'm on an uncalibrated monitor atm.
Again ... I defer to others @ studio, but that's how it "strikes" me. Hopefully others will chime in as well. Kudos @ stretching yourself to new stuff.