1) I've found that the only things that collide reliably in MW are NPCs and creatures. Can you make invisible NPCs and give them cube meshes as armour? That's what I do for my cannon rounds. Or maybe just run a cell check using MWSE and check for collision the old fashion way - trig.
2) I'm not sure exactly what you're after but can you just use some_creature->setparalysis, 1 and place an ice crystal mesh where the Dwemer is or make soem armour or clothing from an ice crystal mesh and force them to wear it?
1) I don't believe it's difficult to add collision to a static object, if you know what you are doing, and I think it should be possible in nifScope, but averybody encouraged me to do it in Blender, when I asked about it. But it seems the learning curve is rather steep for Blender, which has an extremely complicated looking interface.
2) I'm not sure, what I'm looking for either. I guess, what I really wanted was to use the Bloodmoon Stahlrim blocks with the skeletons with a dwemer in instead. The dwemer don't have to be alive, since I can just do that, when I need him to be alive. But I can't make such a mesh, so unless I get such a mesh, I must just use a dead dwemer. That's ok, but not as spectacular.
RedEye> Yes I'm still working on this, but I have dropped Mike Valentines forum, since it really didn't offer anything for a modder and overall really didn't contain much interesting stuff. But I have my WIP both here and at Fliggerty's forum.
I have continued with the original plan for my mod and have created most of my quests (19 finished so far), and most part of the excavated ruin including a flooded mine. So I only need to add the remaining quests, finish Nilfingh, add more clutter someplaces, tie things together and test a lot.
There are a few things, which I don't expect to be available for this release though. I don't know if they will be done later, but I have a few ideas, which at this time will take too much time to finish, when they are not part of the core of the mod.