for the more streaky and clumpy look you should bring in a xpconstraint dynamics object and enable "connect within distance". play with the connection distance and break values until you get the desired result.
for them to get stuck to the inside of the tube you should up the friction values, for both the particles and the collider.
a gravity modifier should take care of the sinking. if you want to art direct the particles to sink more in certain areas you can bring in more gravity or even wind modifiers with a fall-off.
if you want them to slowly dissolve after they stuck you'd have to define an action, which puts the particles into another group on collision with the tube. you can then address that group to fade them out.
about the explosion: to keep it in a confined space just make a cylinder as xplosia collider object and it should work. also you can add a disc (or define your piston as collider directly, although i always prefer to have different invisible objects as colliders to be able to cheat a little if needed) to give you the pumping effect.
i'm not really an expert in XP, but that's how i would approach it.
edit: groups are really powerful in XP, so make use of them. you can make different particle groups right from the start to make certain particles behave differently.