Hm, I can't really reproduce the problem. Polygon hair and particle hair are mutually exclusive, so if you add hair in Blender the hair exported from MH is gone. I think this is a quite natural design choice. The Skull vertex group has something to do with hair animation, although I don't remember exactly how it works. It has nothing to do with face poses, neither shapekeys nor facial bones.
Unfortunately Blender's hair system is very brittle, so if you change the mesh in edit mode chances are that the hair is lost or distorted. There is nothing that I can do about that.