Yeah, this is essentially doing two different things.
The d3d-asm change seems to map fairly well to D3DDisassemble()'s D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING, and should probably be a VKD3D_SHADER_COMPILE_OPTION_FORMATTING flag.
The spirv change is debug information, and would map to VKD3D_SHADER_COMPILE_OPTION_STRIP_DEBUG. Note that in principle it shouldn't be terribly hard to use vkd3d_dxbc_binary_to_text() to build OpSource information as well.