Supposing that SOP involves sending scouts into "empty" parsecs to search for lost ships, each one of those parsecs is what, 18 point something cubic light-years? Chances are nobody's going to receive any distress calls in those big wide areas until it's years too late. Good enough for salvage maybe, and getting a ship back to its investors. Not so good for saving crew lives.
Supposing that empty hexes are seeded with emergency buoys (perhaps fuel tanks with locator beacons?) again, that's an awful big haystack to hide a needle in.
"Bad news is we've misjumped. Good news is that we're reading a locator beacon. Bad news is that it's transmitting from a light year away, and we have life support for five days. Shall we just shoot ourselves now, Captain?"
So yeah: Unless your TU allows jump torpedoes, or unless your ship packs a carried jumpship, a misjumped ship is S.O.L.. Failing that, the only useful measures against misjump are preventative: Maintain engines well, never jump within 100D, never use unrefined fuel (unless you've got a purifier).
This is why I'm trying to think within the rules as written, but think outside of the box. If the rules as written permit low berths to function for upwards of 6 months, then we may have the ability to look at SOME solution.
Also remember, a radio receiver at precisely the center of any given deep space hex, will receive a signal that is upwards of 1.63 light years in distance from any of its internal space. The problem here, is to see if there is a way to cut that distance down, and how to maintain some sort of emergency response system. If the minimum capabilities require that a scout ship check a given "buoy" every month on the month, and it takes 1.63 years before a signal reaches any given "buoy", then in theory, we're going to need something to the tune of about 1 week jump space for the scout, one week back, refuel, then another week to find the missing ship in jump space based upon data collected by the buoy earlier on. That's just a quick off the cuff thought. Also note, that the location within a deep space hex for a misjump is still uncertain (ie, up to the GM to determine). The closer to the center of the deep space hex a ship misjumps to, the sooner it reaches the buoy with radio signals.
With 55 deep space hexes in Lunion alone, we're looking at a hefty outlay in buoy systems, plus manpower. Of those that are out there, 13 are 2 parsecs away from the home world. This would require ships that have J4 in order to service.
Now, the real question that arises to my mind at this point, is whether or not those 2 parsec locations are worth servicing, and whether or not maintaining watch on some 42 stations is worth the time and material to maintain. Jump missiles for commercial J1 or J2 ships aren't likely to be worth looking into for the simple reason that the fuel required to send those missiles out are going to be more useful for jumping the ship itself - and will take up cargo capacity otherwise required for commercial activity.
Now, for the other issue? Ships that misjump, broadcast their location (if nothing else, via transponder perhaps?) can at least be recovered by salvage crews even if the passengers can't be rescued. The biggest question then becomes one of whether or not it is worth the effort in time and material to recover derelicts. Are there OTHER benefits to having a systematic grid of radio receivers strung out one per hex, maintenance by the scout team?
Bear in mind - misjumps do not just occur for civilian craft, but also for military craft. One would hope that military craft have some protocol for handling all of this! Perhaps standard military protocol requires that all military craft never utilize their entire jump fuel capability in the event of a misjump, and require that at least 1 jump's worth of fuel be held in reserve on the off chance that the ships misjump into a region that is only 1 parsec away from a major system.