TYPELESS format, no ? Yeah, PIX can't do that either, unfortunately. Although you will have to change your code too, you could try the following: Use ID3D11DeviceContext::CopyResource to copy your depth to a viewable and compatible format. Not sure if that actually works, though.
Edit: Yep, works: Tried with a R32_TYPELESS shadowmap copied to a D32_FLOAT depth stencil texture. Drawback being you probably wanna do this when your shadow map creation is finished.
Thanks for the tip, I'll give it a shot.