You know, the Addiction Obligation gives the GM full permission to give the player 1 to 3 Setbacks for lack of concentration during withdrawal. Here's another approach to Morality and Emotional Strengths / Weaknesses...
-Players' Strengths go on a chart, just like Duty. When the end-of-session conflict roll yields an increase in Morality, decrease their Weakness and increase that player's Strength by that same amount. If it's rolled on a session (like Duty), then the player may claim one Boost die per scene where it applies. If this Boost die isn't used in a given scene, then it doesn't carry over to the next. If the party hits 100 overall Strength, then they get an XP bonus and reset both their values to the base.
-Players' Weaknesses go on a chart, just like Obligation. When the end-of-session conflict roll yields a decrease in Morality, decrease their Strength and increase that player's Weakness by that same amount. If it's rolled on a session (like Obligation), then the other players may call for one Discipline check to avoid making a poor decision related to the Weakness, adding up to three Setbacks. If the party hits 100 Weakness overall, then the player with the most Weakness should have a dramatic clash with temptation, possibly falling to the Dark Side. Afterwards, reset that player's Weakness and Strength to the base values.
This gives you two values that ebb and flow together, with direct influence on the narrative and the dice. Set starting party values for being about 60 or so, meaning that when one value hits 100, the other will be at about 20.