First off, holy cow, that mesh has more than 40,000 polygons! It made Blender lag like crazy for me and I had to decimate the mesh just so I could look at it without lag. You have to get that polycount down.
There are a number of things going on. There's a random part of the mesh floating in front of the sim. That should be deleted (edit mode > select the faces > X > faces).
There are UV islands in the wrong spot on the CAS map. All of the UV islands should be in the top left corner. Use this map for help and you can open the map in Blender by putting your cursor in the UV editor and pressing Alt + O then opening the map. That way, you can see where to place your UV islands
You cloned glasses for your final package but that won't work. Clone a hair, instead. And
look at this to see what goes into a hair. You're supposed to duplicate the main mesh (the one that covers the entire head) three times (select main mesh, edit mode, shift + D to duplicate, G, then esc). The other mesh groups should be chopped in such a way that the sim can wear a hat without hair clipping through. And the cut numbers should match the hair you cloned.
Your mesh does not have a uv_1. Well, it does but it's not made right. You need to transfer the uv_1 from the hair you cloned.
The hair has not been vertex painted. The uv_1 is what the game uses for the mesh to respond to the CAS sliders and vertex paint works hand-in-hand with the uv_1.
The weights should be transferred from the EA hair clone, as well. I'm not very knowledgeable about weighting hair so I can't help with that part.
I'm sure there are more problems that I missed but my knowledge of hair creating is limited.
Is it supposed to be an alpha hair? Some of these alpha hairs that I've seen are weird. They have six mesh groups instead of three and three of those mesh groups are made up of a single face scaled tiny and hidden inside the head. The uv_0 for these groups is just half a triangle; the uv_1 just a dot. The three weird groups use the simskin shader while all of the others use simglass. I'd like to know why alpha hairs are made this way.