I'm not really sure this is something the game needs, or should have development time spent on. I play ASCII, and would not benefit from this, nor would time spent implementing it have any positive effect for me.
Further, the player's mood isn't really tracked to the specified degree. This would require more than just setting the mood, but instead adding triggers to things that can happen that might influence the mood. Even then, it's not a linear scale (like happy or sad), so it would need stat weighting toward each of these things, and would just be tough overall to implement for very little gain.
Then there is the cybertech thing. Cool concept, but won't work with the emotions idea already presented. Your face changes with your emotions. You're angry: Your eyebrows become slanted, your pupils dialate, your mouth raises at the corners, your cheeks flush. Now you're sad, and other things happen. Trying to match these up with cyberware would be a pain, and require many additional images. And the players like me who use ASCII would still not see any benefit.
Now, I would feel differently if the player had a mood (more than just being in a bad mood = lower stats as currently), that had an impact on the game. If being happy made conversation easier, and being angry made you do extra combat damage or something, if there were plentiful and interesting ways to change your mood and interact with it already implemented into the game, well, then this would be beneficial and therefore much more interesting.