I'm glad you appreciate my work.
As for the rest, it's not clear to me whether you have problems with the dynamite button or its customization. Can you be more precise?
So I think there are 2 issues:
I get a sense of how you did things. Although I didn't try or realize until right now, I'm guessing that if I set a key other than "up" to make the hero fly, the previous "up" key would cease to do it.
I know button configuration is a bear, particularly introducing the logic required to interactively assign multiple buttons to an action. So, I propose that there are separate checkbox options like "up direction to fly", "down direction to place dynamite", which would both be enabled by default and could be disabled if there has been a different key / button assigned to it.
HERO is in that group of platformers where the hero can't jump. And there is also the group of platformers that require pressing up to jump. And HERO kind of intersects both. As I mentioned before, some people gag at the notion of pressing up to jump. But interestingly, I think the idea of controlling the flying with up doesn't break these rules. I bet people would really dig if you added a Pitfall style jump in addition to flying. In some alternate timeline where HERO because wildly popular, Activision created it's own console, and HERO was its Mario, I have no doubt in my mind that he would be able to jump.
I realize that the system used to configure keyboard and joystick is not entirely practical, but it is the simplest in terms of programming.
Maybe one day I'll program a more complex interface that allows you to configure keyboard and joystick separately, and that allows you to configure only the buttons you need, but I'm not sure it's worth it, and anyway at the moment I have other priorities.
And to be honest, I think that once you decide which keys to use and get used to them, you won't need any configuration anymore.