I had to cheat a bit with an Edit Poly, to get a top bevel, separate the drain area, and fix a bad vertex. I hate using Edit Poly because it breaks parametric editing... Edit Poly is vertex-count-dependent so if you edit stuff below it you're more likely to break things.
Anyhow, you can go through the modifiers one-by-one to see what I did. Just turn off "Show End Result" to see the steps.
No I mean, a diner has lights inside, in addition to the windows. Where are those sources? Make sure to represent them visually, as well as making them sources of light. This will also improve your metal, because metal is all about the reflections, and to have good-looking reflections you need prominent light sources.
Fibermesh on its own never gave good results IMO. Perhaps it's a quick fix for those who don't want to or can't get their model out of Zbrush but it lacks so much control over every aspect of a hairstyle. Any groom done well you want to keep control over as much as possible not cross fingers when you set the strand density fire-and-forget-style and rely on sculpting tools to shape the entirety of it. Which as you found out is insanely finicky and usually leads to a cobbled-together result you can easily recognize for that.
I'd rather do a proper groom in just about anything else and import that into Zbrush as geometry if that's where rendering happens. Why would you need to export every subtool to Maya? All you need is the head and perhaps the shoulders/torso if we are talking long hair. And yeah, extra attention needs to be paid to object scale. Definitely test that both ways before starting anything in Maya.