Maybe I've gotten rusty, but everything checks out here, little stumped. .egm data looks fine, .nifs compare just fine, except for the minor difference that Hat and NoHat are in reverse block order than everything I saw. (probably not really an issue.) I was going to try that, but found a bug in the current test build of NifSkope that prevents me from saving the file properly.
What about the person who had issues with clipping when s/he unpacked the .bsa to the game dir? hmm.
Edit: Game or GECK problem, I'll post in the HW section shortly. I took a vanilla hairstyle model and textures in completion to the proper game folders. Renamed the files with a "1" prefix, so the .bsa won't be involved. Added to a race, and... no facegen worky, even after 'update facegen..."
Edit2: Found a solution, and your hair works fine: Put it in a .bsa. The game/geck apparently have issues reading hairstyles loose in the data folder.
http://www.gamesas.com/index.php?/topic/1125649-geck-fnv-facegen-bug/
Ahhhh... makes sense now.
However, I discovered a bug caused by a community solution caused by another bug... transparency multisampling. Apparently it doesn't work with the d3d9.dll fix meant to solve the system slowdown in the presence of NPCs. Arrg, gotta use transparency thresholds, those make the hair look like straw when overdone.
EDIT: It seems because the more popular d3d9 fix fools the system into thinking the video hardware is an nVidia card. Which is well and good, but it loads the wrong shader package (package 13) if you've got an ATI card (like me). There's a second one on Nexus that doubly fools the system by making it think it's an nV card, but also loading package 17 like it should.
http://www.newvegasnexus.com/downloads/file.php?id=34970