PSSM is a shader. It has no "shadow_lod". But you can certainly implement LOD steps in the PSSM script, or we can do that in a future version.
on shadows.c code I found this:
viewSplit[i]->lod = shadow_lod;
That should do the trick, shouldn't it? If not, could you please explain how we can modify the PSSM script to get that working?