Finally got around to playing GuyPerfect's level. IMHO it was actually far tamer than the hubbub on the forum would suggest. I think what probably offended Clam the most was actually the one thing that wasn't even intended--the phantom blocker fields.
I also think I now have better insight on that too. I noticed that in the "Practice" screen of the game, nearly all the game's skills are available--except the blocker! (Okay, maybe there is some 1 or 2 other odd skills that also aren't there, but humor me.) All the other 7 Classic skills are selectable for Practice, and AFAIK only the Classic levels have blockers. This suggest to me that the support for blockers may be specific to the Classic Tribe only. The observed behavior with the "phantom blocker fields" suggests to me that they might have implemented blocker handling somewhat like Lemmings 1, using a map (2D array/grid) to keep track of blocker fields. In that case, it's easily possible that they might have hard-coded this map to only handle a height of 160 pixels. If that's the case, then positions below the first 160 pixels would calculate into memory addresses beyond that allocated for the blocker map. When the game sees whatever other data's in that memory and interpret them as blocker fields, you would end up with these phantom blocker fields. If my theory is correct, this does mean the game truly cannot support more than 160 pixels tall for Classic, no matter what the skillset is. (This is basically similar to the "LemSteven ceiling-bashing syndrome", but a bit worse since the level area can extend a lot more below 160 pixels.)
I also like to warn people like Clam that, given this is the first time we have the ability to create new Lemmings 2 levels, be prepared to run into other such more oddities until we better learn the quirks and limitations of how the game handles certain things. For example, in DOS Lemming 2's "Practice" screen, you may notice that when you start adding skills, the game may start disallowing certain other skills to be added, claiming "insufficient memory". While it could conceivably be just a bug in the Practice screen (or perhaps how I set up DOSBox?), and that in fact the game could've handled the resulting skillset, it's just as possible that the game prevents you from using certain combinations in Practice for the reason it claims.
As no one right now knows exactly how to calculate the amount of memory needed by the game for a handling a certain skillset, don't be surprised if weirdness ensues from using a skillset that happens to violate the game's memory requirements. (That said, I think the number of skills might matter just as much as the types of skills, because for example, I can't do "attractor, ballooner, fencer, scooper, roper, platformer, club basher, jumper" in Practice mode, yet those are the exact types of skills given in Beach 6, though not 20 of each as would be in Practice mode.)