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Yeah thats do-able with a couple of different methods, some I think easier than others. Firstly, im assuming the head and body are once piece if your talking about merging the weightmaps? If you can make them separate meshes it would help you guys out, it would be a straight import then. If not, as long as the UV's dont overlap, they're laid out well and dont change and you keep the mesh'es and bone names the same in both he body and face rig files, you can should be able to just export the skinWeight maps from both the head and body, then take the maps from the head (for example), go through them to make sure your only using the joints for the head (the ones you need).
Then theoretically you should be able to place them into the same folder as the body exported weights, add the newly added maps into the body xml, and as long as the body mesh have influence from the same face joints (add influence with a locked value of 0, once added, unlock them), just import the skinWeights from the modified xml. This requires conherient naming conventions and you guys to communicate. (plus the head rig's joints need to have been imported into the scene and added as influence objects to the body mesh).
Personally I would go with one bound skin on the main body. Then apply a blend-shape of another skinned head to the bound mesh.
You can put the 2 on top of each other and parent them to the rig of float the head off the body and just place the controls that drive the facial rig on the bound rigs face with constraints or connections to the controls on the floating head rig with null groups to zero out the transforms on both sets of controls. It should be faster then a wrap deformer seeing as your just adding a blend-shape in the end. Also, if you wanted to you could set up the extra floating head as a UI/Face cam for lip sync, since the floating head does not need to move to drive the blend-shape. If I came of as a totally confusing choad I will try to explain again if your interested.