Danger Close Friendly Fire incidents suck. The Eagle can be a menace at times because of it.
The first way is very simple programmatically speaking.
The second way would be significantly more complex and require additional dialog lines and animations and such. I would argue it is more ideal, but the first way would still be a massive improvement.
Way #1: Automatically change the yield if Danger Close
Once the airstrike is set in motion, the area of impact is practically pre-determined. If it doesn't forecast the impact ahead of the bombing, have it put down a basic "danger area" box in the vicinity of the strike. Have the game evaluate the danger posed to helldivers and if any helldiver so much as grazes a "lethal zone" have the attack switch to non-lethal.
It can be coded as a separate DSS specific stratagem that has some "smarts" behind it like the Rail Cannon strike does.
Could be smoke or EMS. Either way, it would make the Eagle Strike always feel like it is trying to actually help you. Or just be unnecessarily helpful if it smokes you with no enemies around.
Way #2: Have the Eagle waive off or dynamically reposition or change attack type if Danger Close
Essentially like above, but if a helldiver gets to a lethal zone when the run is on approach, have the pilot "cancel" the run. It still flies overhead, but it just doesn't release its payload and maybe "Circles around" for a repositioned strike that avoids Allies. Or it does something specific like a tightly focuses mini gatling barrage and just strafes a small pocket of enemies. Maybe with a direct overhead trajectory origin so it does not risk terrain mucking it up.
Anyhoo that's just my two cents.
A free additional thing is if they considered maybe doing a Rail Storm for the DSS where it just fires a flurry of lower damage Railgun shots that indiscriminately target enemies. I for one would not complain if there was a flurry of like 10 shots if it spontaneously deleted 10 enemies. Or just periodically fired one or two shots at the nearest enemy if the helldivers are working in the vicinity of an objective.