
You can already do the first one, just hold Alt. It's the same as Force Fire. But it rarely results in Lobsters jumping in a line. You basically have to start with a neat line of Lobsters and only jump to a parallel line. This is due to how Lobster works, it isn't just a UI thing.
Lobster throws all nearby units towards a point, and they can't lob recently lobbed units. So in a tight clump of Lobsters, the first to fire will throw everything except itself to a point. There is no UI that can change this, as the purview of UI is to tell units how to use their abilities. For a clump to throw to a line Lobsters would need something like the ability to exclude units from their launching.
We can't merely add throwing to a line for Alt+Drag orders, because this would imply the existence of some sort of filtering ability. The design of ZK says that the UI should not get in the way of players telling units how to use their abilities, so we would be obliged to think up the other ways Lobster might use filtering and then implement a bunch of UIs for it. This would make Lobster more powerful (unnecessarily) and much more fiddly to use. Any UI I can think of for effect filtering sounds terrible.
This is similar to shield link. See:
http://zero-k.info/Forum/Thread/22769?postID=162734#162734