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(for references, check out your favorite hair cosmetics from the game and see how it looks in all angles)
My other suggestion would be to try to make as little amount of sculpting detail, try to keep the shapes simple with a mix of blocky & soft shapes, since most base mercenaries don't have a lot of 3D details on their character models, it can look out of place fairly quickly if you do too much when it comes to the model/ sculpting by itself, texturing on the other hand is more subjective, finding the right balance between detailed overly-detailed, and not detailed at all is tricky, especially for hair, I still face this issue, best of luck !
And grayscale colors doesn't translate too well into certain hair colors in my (completely subjective) opinion, which is why I prefer to ditch paintability sometimes when it comes to hair
In the event that the diffuse texture's alpha is used for a paint mask, the game instead pulls specular information from the alpha of the normal map! So you can still keep all the detailing
With how TF2 textures work, if a cosmetic item has paintability, the creator can no longer use the alpha mask to add certain details used on the item's material files (.VMT), or maybe not to its full extent.
For instance, while the Quadwrangler isn't paintable, it still uses an alpha mask to add certain details by loading proxies from the .VMT files.
Cosmetics can accept up to two separate materials (four if counting both teams). Sometimes creators may use the other material for details and keep the main material for paintability.
It may be the reason here, I'm not sure.