I've determined one possible reason you're not getting results. I opened the MDB for the head (thank you for providing those, even though I neglected to ask for them) and observed that while it calls for Moonelf2_d.dds, which you provided, the tint map it calls for is Moonelf1_t, and you provided (and presumably have been modifying) Moonelf2_t, which is a variant texture containing a large scar going down over the character's right eye. I don't know if you also opened the normal map to adjust the specularity since you didn't include that one, but it also wants 1 (the unscarred normal one), not 2. I'll adjust the diffuse map to match the armour skin tone and also adjust the tint strength, which should provide a noticeably better match.
However, I also checked the normal map for the armour, and found that it has an all-white specular map, which is very bad. I expect that's the reason for the very strange play of the light over the skin in the shadows of the image you posted from Vordan's Hero Creator. Xaltar's heads have a very good specular map, which will clash very strongly with the armour, especially at the neck, where he reduced the specularity to zero. My solution for this particular combination would be to give the armour a proper specular map, and match the head to the armour with that. However, you say there are no conflicts with non-Xaltar heads, and this would make the skin and armour behave more realistically and nicely under the light than they currently do, which may introduce a noticeable difference.
In any case, the stock heads all contain decent specular maps, so if you're using any custom heads without them, I would strongly recommend adding them rather than leaving the armour as it is. You may have come across some custom heads (especially on PWs) that tint with the realism of plastic dolls (especially drow), and that's because of poor or nonexistent specular maps, and those will never match with most armour, since they typically have them, unlike this particular one.
What would you prefer?