Recommended for advanced patchers only and experienced hex editors only.
First thing you need to know, is that the ebo editor v0.2 can not edit 06 headshapes to my knowledge.
So, if you want to edit a headshape, you'll have to do it prior to converting it to 06.
Concept-
We will be copying the geometry morph data from an 08/07 ebo headshape file and pasting it over the geometry morph data in an 06 ebo headshape file. We will do the same with the headband, but they will be pasted over the geometry data in their respective 06 files.
Note - I couldn't figure out the headbands, because I got confused with Jason Kidd's headband. I thought I had done this before, so I'll try a different player or something at a leter time.
What you need-
NBA Live 08
NBA Live 06
A hex editor
wDolffin / EAGraph
ability to follow directions
Let's do this-
Headshape Converting
I want you to follow this tutorial exactly so you understand what is going on.
We will be converting Jason Kidd's 08 headshape and headband to 06.
Create a directory somewhere for you to work in.
In your Live 06\sgsm\players directory, open the plyrlodb.viv file and extract the jakidd_B.ebo file to the directory that you will be working in. Rename it to 06_jakidd_B.ebo so that we know it is from Live 06.
Open the plyrgrb.viv and extract the jakidd_B_headband.ebo file.
In your Live 08\sgsm\players directory, open the plyrlodb.viv file and extract the jakidd_B.ebo file.
Open both the jakidd_B.ebo and 06_jakidd_B.ebo in your hex editor. Make sure the hex editor is set to show only 8 sets of 4 hex characters, so all the offsets on the left end in 0 and increase by 1 number or letter. i.e. 10, 20, 30....A0, B0, C0. If you have a "h" at the end, don't worry about it, it is just to denote that you are displaying the offsets in hex. If you are not displaying the offsets in hex, you will see nothing but numbers for offsets, which means you are displaying the offsets in decimals. Change it to hex if you can.

Most, if not all of the headshapes geometry data begin at offset 1BC, but some files may be different. If you click your cursor on the 1B0 line and move across you will eventually find 1BC, which is the next to last group of four characters.(D07D in the image)
Also, notice the B706 which is at the beginning of the line, or offset 1B0. This is in every headshape file I have seen. So, if you are confused at where the beginning of the geometry data is in another headshape, just look for the B706 and 5 sets of 0000 after it, and after that is the beginning of the geometry data.
Every headshape has a hex size of 1ADC. It's important to know this so we can find the end of the headshape's geometry data. My hex editor has a "Go to" function, so I can click on the beginning of the headshape geometry data at 1BC and bring up the "Go to" window. I will enter the headshape size of 1adc to find the exact ending of the geometry data. Notice how I have "Current position" selected, otherwise it would just take me to offset 1ADC, and we don't want that.

Once we click Go, we find our cursor at the exact end of the geometry data.

Now, we need to scroll back up to 1BC without clicking anything, so our cursor stays at it's current position. Once you are there, hold shift and click at the offset for 1BC(or the start of the head geometry data), your headshape geometry data should now be selected.

Copy it by pressing CTRL+C or by selecting copy from the Edit menu. To make sure you did it right, create a new window inside your hex editor by selecting "New" from the File menu or by pressing CTRL+N on your keyboard.
With your new empty file, select Paste from the edit menu, or press CTRL+V on your keyboard to paste in the copied data. Scroll all the way to the bottom. If your ending offset isn't 1ADC(The size of every headshape), your doing it wrong, go back and start over until you get it right. Notice how I highlighted the displayed offset with yellow. It is indeed 1ADC.

Now let's go over to our 06 ebo, which should be open in the same ebo.

If you know what to look for from what we have just done, this is going to be easy. The head geometry data for both files start at the same place, 1BC. And if you look at 1B0, there is the B706, so if you weren't sure, you can just look past the 0000's and find the beginning of the 06 head geometry data. We will be doing the same thing, except we will be pasting instead of copying. So, click on 1BC to set your cursor there. Open the "Go to" menu and put 1ADC, with "current position" selected, and click Go. It will put our cursor on the same spot as the 08 ebo. So, we scroll back up to 1BC, hold shift and click on it. Look at the bottom where I highlighted some text. It shows the size of what I selected, which is 1adc. If that is different then 1adc, then you selected incorrectly.

You should still have the 08 geometry data copied, so now you just click CTRL+V or "Paste" from the Edit menu.
Save the file now. You can now toss it in 06's sgsm directory, start up the game and take a look at the player with the new headshape.
I'm sorry I am going to have to end this one short. I got confused with Jason Kidd's 06 and 08 headbands, because they are of a different size. I'll see what I can do. In the meantime, just realize that 06 heads are smaller, and you should edit the headshape in the ebo editor prior to converting to make the head area around the headband smaller, so the 06 headband doesn't have holes in it.