Code like this is possible and in many cases easier than making it something that requires character to character interaction, but it goes against the grain in terms of creating RP. Some things that should exist in a cyberpunk world with the level of technology present in Sindome, purposefully don't, for this reason.
Yes, it might not make the most sense when you consider that corps would be focused on reducing costs and increasing automation, but at the same time, it's a game, and the goal of the game isn't instant gratification. The goal of coded systems should be the enablement of roleplay.
It can be annoying to not have a doctor around to install your cyber, or fix your disease, but at the same time, it gives your character something to strive for, a reason to talk to other people, an excuse to hustle or get on the public SIC. Or to go see a doctor you wouldn't normally see due to past grievances. These are roleplay opportunities.
It doesn't make sense for Acme Wholesale and the other courier agencies to exist in a world where this could 100% be automated by drones or robots. It doesn't make sense for SHI to hire human workers to work the assembly line. It doesn't make sense that in a world with true AI, you need Gridworks employees to manage the grid. It doesn't make sense that media starts would be real people and not synthetic beings puppeted by AIs running algorithms that generate content that the most people will like/dislike in order to generate profits.
Another example: It doesn't make sense that there isn't a bank terminal and clone update / new clone pod at Genetek.
I think intrinsicly, people understand why the game doesn't have the ATM + Cloning Update place -at- Genetek. It would essentially be impossible to perm someone, even under the best OOC circumstances (where the person was taking risks with their character in order to generate RP).
My opinions on this type of automation in game have evolved over the years. If you asked me 10 or 15 years ago, I would have been wholeheartedly in the camp that we should automate this stuff, make it more expensive, so that players use players where possible, and only fall back on the automated systems when no players are available. Alas, I've seen us go down that road multiple times (many times at my own insistence) and the result has always been in more bland outcomes.
Many people, left to their own devices, will eschew the cheapest option and instead choose the safest one. Why? Because it's what makes the most sense to them and to their character. Why would I choose to go to a person who could betray me in a PvP game, if given another option?
Thus, we are left with two choices. Make the game progressively safer/blander by eliminating the reasons for people to roleplay with each other, or actively choose to avoid adding systems to the game that increase the convenience to the player and to the character while reducing the reasons players have to interact with each other.
Most things you want to accomplish in game that rely on another player already have a fallback option, which are NPCs. NPCs are a good solution because the GM puppeting the NPC can monitor the situation and recognize patterns in behavior. If players are constantly coming to an NPC for cyber installs, even though there are player cyber docs, then something is out of balance, or we need more cyber docs, and actions can be taken on the staff side.
The same can't be said for automated systems. These just run and run and monitoring them isn't as easy or visible in a game as diverse of experience and broad in terms of code, as Sindome is.
Hopefully this is helpful in understanding the reasons behind us not implementing things like this.