Yes, the kill POP has a rules option as do a couple others, like the group POP.
The “dead” state of a particle introduced by a Kill POP can be changed up to the last POP in the chain with a State POP. POPs are order dependent. Putting a kill POP that kills all the particles followed by a state POP that sets Dead to 0 will negate the kill POP's effect.
It seems that rules for pops are global,
Not necessarily but yes in your case. It depends on your approach. By using Group POPs, you can create simple to complex groupings of particles to apply your conditions. Instead of using the Kill POP to derive the rule, use a Group POP and use that group reference in your Kill POP. You could create a group of particles that would place the particles if they are past the $AGE of 2 seconds. You could then only affect the wind on those particles by specifying that group pushing them downward and eventually killing them with the kill POP. Then you could have a mercy option with a Group POP setting random groups fed in to a suppress rule POP that randomly reversed death to some particles that were about to die and subsequently use this group the next time around in a
Group SOP combine option and omit them from the next round through the kill using Group POPs to set up the conditions. Whatever you want, really.
The Group POP can use any or all combinations of the different options in the Create folder. You can build other groups using boolean rules in the Combine folder. You can see what points in a particular group in the Select folder. Using several Group POPs to control the behaviour is quite common. I name them very expressively so that I can clearly see what they are doing.
Other POPs that have the ability to change the state of particles are the suppress POP and the property POP. The suppress POP can be used to great effect. If you want to stop particles dead but have their upvector and velocities affected, just use the suppress POP and suppress the velocity. Use a group to control this or an event POP following this guy to release all particles based on a collision (a particle hit is common).
The property POP can be used to globally set particle properties. The fields should be self-explanatory.
Then there is the event POP. The collison POP can send a global event broadcast to all the POPs. An event POP listens for these events and can stop or start all particles or in a case like yours $DEAD == 0.