I have a lot to do today, but I made a few quick changes to your project to show you one way to handle the issues you mention. There are probably many other ways--probably even better ways, but this should help you move on.
1) Remove bound to layout behavior from player.
2) Moved the player's start position up in the sky just because I can. ;-).
3) Placed a condition that if the player's X is < 0 or player's X > Layoutwidth, set the player back to 0 or LayoutWidth so he can't go past the edges of the layout. (The yellow walls don't really do anything. They could be deleted. The ceiling does still keep player from going any higher than the ceiling.
3) Create a condition Player is outside layout and then test several sub conditions, like if player hits hole, dies, or if player falls in death trap, loses a life, but can jump out of it. You don't have to nest the two conditions below the player is outside layout condition. I just wanted to show a way you could get more control. For example, if the player hits the death trap but is still inside the layout, no harm. Only if the player falls down deep enough to be outside the layout does he lose a life.
Notice one of the advantages of using a sprite instead of tiled background for your hole would be that you can create a custom collision polygon like I did for the death trap. Also I'm not sure how efficient tiled backgrounds are, so you should only use them where you need to, like the repeating grass and ground.
Oh, yeah! Almost forgot the link. Lobo_changes.capx
PS Just wanted to say I like your game a lot and look forward to seeing more.