So for the landfill, found an easier way:
I just gave the wall both the "water-tile" and "ground-tile" (and others).
for the "enhanced-explosive-landfill" (name subject to change) i just use an empty condition value.
The result is that concrete is not placeable due to the water, landfill is not usable due to ground. But the new one works just fine.
(side effect is that this item could be used to fill actual water, but for me that would be fine since i would make the recipe cost something like 1 explosives + 2 landfill = 1 enhanced-explosive-landfill, so there is no point in using it for water)
the throwable dynamite is neat, not sure if i want to go that route though (the mod is already very script heavy).
I think making the walls also mineable might be an option; i am not sure if it should be on by default and how to balance it. i feel like it should be a bit difficult to remove walls, otherwise players will just mine it all flat even in the early game. (i am thinking of 30 seconds with an iron pick for a start. This would mean that players can remove really troublesome corners, but not create hallways without the better landfill)
i have not found a way to have resources below the walls either. Unfortunately regeneration can only done for whole chunks and not per tile, so you cannot create it afterwards(correctly at least. a hack would be to create the entity by simply looking in yet another surface for what the map generator should have created, and copy it over.)
I am not sure about the resources below walls in general, because it means that the goal for the player will be to tear down all walls in order to get everything...