Well...that's a non important task, but I can't think of anything else, at least for now. Go ahead if you want to do it. The idea is to separate the hair into 2 subsets; the top of the head, and the rest. Then you can disable the subset from the fo3d file. I think it works; I should check...
There is also a way to disable meshes/objects inside the x. file. If you have 2 objects inside a file, you use Mesh 0, or Mesh 1, instead of Root, and then disable the subsets. I don't think this will help you but I find it very interesting.
I was thinking of adding the power armor as an object with it's own skeleton. Which makes perfect sense since the Power Armor is actually an exoskeleton. But I had this problem with the head, where the height of the armor didn't match the height of the man, so the head was not totally visible. I guess I can add a fake head, now that I know how to select the different Meshes inside the fo3d file. The hardest part is that I need to convert all of the animations to the PowerArmor skeleton. Good thing is I don't need female versions for those.
However, I'll stick to the power armors we have now for a while, there is nothing wrong with them, other than they don't look at all like the sprites, of course.