While it's not exactly constructive to come in and suggest that other people should come up with ideas, the notion of specifically non-workshop oriented moods is at least mildly thought-provoking. I can't say I like the idea of a wannabe-elven dwarf, as it seems to take away from the game without adding anything to compensate for the loss. Perhaps said dwarf could gain the ability to make shrubs & saplings grow into a desired shape (and then die)--functionally, this would just be Woodcrafting from a different direction, but since no player ever uses Woodcrafting anyway, at least it adds a small amount of diversity.
Other possible non-workshop moods:
Wanderlust: The dwarf develops an emotional need to strike out and explore the world, possibly starting a new settlement. (This would most likely have to wait until the fortress acquires the ability to send out embark parties--otherwise, the dwarf simply emigrates no further than the hill dwarves.) The affected dwarf develops a sense of entrapment and oppression, which slowly increases until he is allowed to leave. If the dwarf has a job that takes him outside, he might just . . . wander off. Dwarves with children should be immune to wanderlust, as should the children themselves, and dwarves who have already migrated. Dwarves who have lovers/spouses should have reduced chances of contracting wanderlust, but if they do get it, there's a very good chance that both dwarves will leave. Dwarves with severely reduced walking ability can still get wanderlust, but their knowledge that such an attempt would be futile keeps their resulting depression from being crippling.
I currently have no idea what any positive aspect of this mood could be. No one wants to see their Legendary Weaponsmith walk out the door, and receive nothing in exchange.
Bloodlust: The dwarf spontaneously forms a one-man militia squad, grabbing any gear available--kitchen knives if he has to, robbing incoming merchants if he has to. He will still perform labors, but the time he is willing to spend working is cut by 66-75%. (Eat / Drink / Sleep behaviors remain unchanged.) All other time is spent doing individual training drills, sparring with other soldiers (with or without the soldier's prior consent), and trying to get an actual kill about once per month--ideally, he will free and duel a captured hostile creature, otherwise he will kill a livestock animal, or possibly pet. He is generally safe to other dwarves, but he can still go temporarily Berserk at only slight provocation. If there are hostile invaders on the map, the dwarf will make straight for them, ignoring burrow restrictions. Once he has achieved enough notable kills to earn a nickname, the bloodlust cools, allowing him to be placed in a regular militia squad--after which, he is just like any other soldier, except that he is twice as likely to enter a berserk state / martial trance when in combat.
The positive aspects of Bloodlust, namely, the accelerated military training, seem to more than counterbalance the hazards of having a loose cannon roaming your halls.
There could be more, of course.