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Honestly, if someone else wants to port this addon to L4D2, I don't mind as long as they credit me and add me as a contributor.
Thankfully, the source engine can handle reflections fairly well (considering how old it is) so that shouldn't be an issue.
I would say sticking with just one outfit would be better, at least to start with. Each outfit would need to have its own model if they are very detailed, but if the polygon count is low enough you could possibly use bodygroups.
Body types, such as male and female and the strong variants of each, would need to be separate models anyway due to the differences in skeletons. Skeletons cannot be affected by bodygroups.
If you have a spare few hours, I recommend following a gmod playermodel tutorial for blender. With some experience you'll be able to port any model you want.
And again, there's clothing. If you were to do this, would you give them barbarian clothes (since that's what custom characters default to), or would there be another bodygroup for the clothes of other classes?
I could imagine dragonborns being possible with different models for the body types and bodygroups on the heads. I think the main issue is with the amount of detail in the hair. Since the dragonborns don't have hair, it maybe could be done?