I admire the persistance and I indeed believe more expressions for tilemap, including tilecount, could be helpfull and increase the power of c2. Or make it even more easier to use. This is in fact true for many of the behaviours and objects.
For your example, on the other hand, it was rather easy to implement another solution. Just added a tilecount variable, and I am reducing it by 1 everytime a tile is destryed, ie. when you create destruction particles. At zero tile count, level restarts.
You can find it working, here:
Also, I am noticing that your expressions are sometimes missing the mark because of the way you are building your sentences. Trying to explain it more clearly or in a different way, or with an example may help.