I don't believe that .material files support conditional statements.
They support declaring variables, like: diffuse $diffuse_colour, which you can then change later with: set $diffuse_colour "1 0 0 1", but they don't support declaring conditions for those changes with if/elseif/while/etc statements.
I've tried inserting some if/else statements in my early days and it's a no go. If you just leave the line bare in the code, it won't break it, but as soon as you add the curly brackets to actually make the statement conditional, then the mesh you're affecting will go white.
OGRE material scripts support mostly things that make repetitive tasks easier, like copying passes and referencing other .material files.
If you want to change the texture/diffuse of the eye mesh on certain rotational values of the eyelids, then you'll need a .cg and/or .program file. The problem is, they don't export with the preset file and if your material files reference or import .cg / .program files that other people don't have, their game will crash.
Essentially, if you fix this problem with a .cg / .program file and then upload your preset to preset sync, a lot of people will crash if you enter the same map as them.
A lot of the more practical and advanced coding possibilities are found in such shader files for OGRE, which is why it's a pain to try to understand why KovuLKD didn't allow the preset exporter to export the whole folder instead of just the one .material file.
Rambling aside, I don't think you have much of a solution for this, aside from what Kuri suggested.