It was an answer really interesting! Of course, I understand what you mean, and from the very beginning, I knew you wanted to keep the concept simple, without emotions. I wonder if the people who play it will keep it emotionless, simply being a bridge and limiting themselves to being witnesses, or if they will delve deeper, or if they don't, will they feel like they want to delve deeper... I know you know this, but I never wanted to expand your game as a sign that it lacks something or that it's wrong; rather, it's my way of wanting to stay within that premise that has captivated me and seemed like a very interesting place to explore. Please understand! I've never had the opportunity to be a bridge, haha, and I wanted to keep taking advantage of the opportunity to be one.
Regarding the idea of adding options that involve feelings or questions, I think it could work to leave it open and help the player by inviting them to take the theme and tone wherever they are interested, offering them tools like a scale of 1 to 6, or answering questions with 1-3 = No, 4-6 = Yes. And the player, as it happened with me, can lead the tone and theme as they please. Although it's also possible that people who frequently play journaling ttrpgs might not need any tools... Well, what do I know. I'm still learning and experimenting. Everyone has their own particular way of designing and playing.
As an anecdote, another game that captivated me: The Wandering Library, I felt like I wanted to stay there longer, so I created several tables and a mini-system in which every day, 2 or 3 people would come into my library looking for a book, and they'd ask me if I had read it and what I thought of it. I rolled to decide whether I had it or not, if it was of good quality or not, if it was huge or a comic, or even a ttrpg, and more details to help me interact with the client and prolong the game... It was fun :)
Sorry for the long text as well, haha!