Hello Cerberus, I think I got it…
Your simulation was mostly working nicely, there was only one wrong thing about it. You had set your substeps in both the Lagoa Simulation Node and on the PClouds simulation settings. That is very confusing, since they multiply themselves and you lose control of how many substeps you actually have.
So I started investigating on your scene with various simulation substeps and with different solvers on and off. Something that got my attention was the fact that the motion inbetween particles seemed very stable, while the collisions were massivily wrong. If you have no inelastics, but still have collision you will see that as you up the substeps things seem to get even worse (!!!).
So, if we think about how this may be working internally… (and this is just a whiled guess) Lagoa is probably iterating the simulation X times at each frame, but the position of the colliders is only evaluated once at the full frame. So it is probably acting like it was stepped and not linear motion inbetween frames, thats why the popping happends.
So my first thought was, ok Ill not use substeps in the Lagoa node. I probably have to use the substeps in the PCloud’s simulation settings. For some weird reason the collider acts like it is offsetting its position as time passes… really weird, no idea why that happends. But even so, things look more stable.
My last attempt was admitedly VERY hacky, but it works! And you know what they say about computer graphics… whatever works! I created clips from your animations and scaled their time by 0.2 (5 times slower), made the forces in the simulation 5 times weaker. Therefore efectively increasing the substeps by hand. I think Im missing something else that should be scaled (as the forces dont seem to match), I am doing this out of intuition. But, as I said, it works, it seems very stable, and here is proof of it 
http://www.youtube.com/watch?v=Xbq9PbV0JHA&feature=youtu.be
As I play with the simulation my feeling is that you only need this hack to avoid problems with colliders that have great velocity. If you then want to increase your resolution, and further increase your substeps, you can do that through the Lagoa Solver Node.
Ill report this to AD and try to reach Thiago (probably not that easy). I guess it is a limitation on how ICE works and how it gets data from scene, might not be an easy fix…