Okay, let's do this.
Cyber genitalia is described as "might well be considered a cyberlimb" (CF, 73). Nobody would would call it or its natural counterpart that if that weren't mentioned (especially in case of the female variation), so this means cyber genitalia should be a limb as per SR5 rules, just like head (skull) and torso (SR5, 455).
There is a limit on giving characters extra natural limbs (Shiva Arms, RF 118), and giving them more limbs with phenotype adjustment is up to GM's discretion, but is advised against (CF, 158). However, extra 'ware limbs costing essence are okay (CF, 209), as are other additional body parts such as eyes (CF, 75). "Mr. Porcupine" is also mentioned (CF, 73).
All cyberlimbs have a capacity rating that lets you install cyberware into them (SR5, 456). This means that cyber genitalia is a cyberlimb with a capacity of 1, not a piece of 'ware taking up [1] capacity (same typo as with cyberfingers in the same book (CF 89, 227)).
One full cyberlimb grants the character an additional physical condition box (SR5, 456). Since cyber genitalia is a limb, and there is only one level to it, it is a full cyberlimb and should grant a similar bonus.
Chrome Flesh lets you have R1 radar sensor, attention co-processor, math SPU, orientation system, biomonitor, a day's worth of nutrition storage or cosmetic steamers installed into your 1 capacity cyberlimb. SR5 also allows you to enhance your limbs by either increasing their attributes or adding to total armor rating (SR5 457). There is a hard limit on the enhancement points one limb can have, and each point costs 1 capacity.
A character can fit 23 cyberdicks onto themselves before running out of essence, for 23 extra physical condition boxes. As every limb also has 1 capacity, they can also all be enhanced for armor, for +23 armor total. With deltaware, this number rises to 47 boxes and +47 armor.
(continued in the next post)