The idea isn't too bad, but my first question is... why should Goggles take up the headgear space? Personally, I'd like to see them be distinct spaces, with some headgear taking up both the headwear and eyewear slots (for instance, helmets should take up both slots).
As for your ideas, I figured I'd start by going through your ideas, then add a few of my own.
True Seeing - I'd call them "Lenses of Truth", as a reference to the Lens of Truth from Legend of Zelda: Ocarina of Time.
Eagle Eyes - Call them "Farsight Glasses", and have them work like the spell, increasing distance of vision.
Foggy - These aren't really needed. Just make them the cursed version of Farsight Glasses.
Drunk - Just call them "Beer Goggles". As for effect, how about making it cause all humanoids to look like they're townspeople, even when they're, say, ogres.
X-ray - I like the term "X-ray Goggles", and I'd make it work kind of like the Antennae corruption.
Sunglasses - I'd suggest using this as the name for magical glasses, granting the ability to see in darkness. Then, cursed Sunglasses would blind.
Literacy/knowledge - I'd make these an artifact, actually. Call them "Ghost Librarian's Glasses", and have them boost Learning by 5, as well as doubling the number of castings per read and reducing time required to bookcast.
Laser eyes - How about calling it "Cycloptic Visor", as a reference to the Xmen character, Cyclops? And the effect could be an ability to use PPs to shoot a fire bolt, with the side effect being a -1 Pe adjustment.
Confusion - Not really sure that it makes sense to have glasses that simply cause confusion.
Nerdy - "Thick-rimmed Glasses" sounds good. But I'd give them a secondary impact. Lowers Appearance by 2, but boosts all gained experience by 5%.
protection/defence - Doesn't really make much sense, glasses/goggles that protect or defend you from damage in general? I'll have an idea below that has a similar purpose for DV, though.
Now for my ideas:
Rose-coloured Glasses - These glasses increase your luck.
Binoculars - Increases accuracy and chance of critical hit when using missiles, but reduces melee accuracy.
Spectacles of Foresight - Providing the user with foresight, these spectacles boost your DV. They also allow the user to obtain more information regarding an NPC through "Look" than would otherwise be possible, such as immunities and resistances without requiring evidence first.
Monocle - Boosts Charisma by 2, may cause beggars to turn hostile.
Alchemist's Goggles - protects the user from the effects of bad Alchemy. Grants Fire resistance.
Bifocals - counteracts the effects of age on Learning, Willpower, Perception, and Charisma, assuming that age does affect these stats. Otherwise, acts like a lesser version of the Ghost Librarian's Glasses, without the Learning boost and with a reduced impact on castings per read and bookcasting time.
Giggle Goggles - Autocursing. Causes the wearer to giggle uncontrollably. This negates Stealth (due to inability to prevent noise) and halves Charisma (due to looking like a madman).
Spectral Spectacles - Grants the wearer the ability to see invisible, and increases accuracy against ghost-type undead.
Broken Glasses - the result when any of a variety of pairs of glasses get broken. Decreases Appearance and Perception by 2 each. May be mended by a blacksmith to produce Pair of Glasses.
Pair of Glasses - Raises Perception by 2 +/- 3. These would be the most common type of eyewear in the game, and have no other special features.
Polarised Glasses - This one is a play on words. Grants resistance to cold/ice.
Scientist's Goggles - Grants resistance to Acid.