You mean just the setup? I would often set up as follows. Master null for the eyes. Parented to that, Right and Left master nulls. Eyes parented to those. Master nulls for individual eyes follow rotation of Master null. Eyes can still be crossed or offset by actually animating eye itself. I would scale the master eye nulls to change shape, and would use a follow expression, perhaps offset a frame so they wouldn’t be exactly the same in timing. Lid objects parented to the master nulls, so they get the same scaling attributes, and elongate or squash with the eye.(you could ik them if you want)
Eyes made spherical, and distorted thru scale so that the lids (also spherical) properly track the eye shape, even if you scaled the eye to be elongated.
It’s been a long time, and I will seriously be starting new character animation and rigging after the new year. I don’t recall setting up, or taking real advantage of using sliders here, etc. Will definitely be doing that, I’m sure.
Not sure if this is what you were asking, but should get the ball rolling for discussion. Another way might be to create morphs for the eye into the “odd” shape, and use morph blender. SHould allow simple pivoting to translate the same to the eyes and lids if you use the same transform on both objects in your modeling program…but that may require a test to be sure.
Best,
Rick