Quote: "If it looks primitive, its because its a dumpster."
Ugh... Really? Primitive because it is a dumpster? I just criticise what I think is wrong with the model, and at the moment the model lacks detail therefore looks primitive, not because of the subject matter, just because the general model looks basic because from what I can see most of the detail is made from blocks, like the cuboid legs to the cuboid block randomly in front of the dumpster, not to mention the brownish one at the bottom; I'm not questioning your modelling abilities, it is just that I feel that you could do much better if you looked at some references.
Also the reason to why FPSC isn't responding to the lid is because the bounding or collision boundaries are set to it when it is before the animation, kinda like doors in FPSC, if you open a door the door no longer has collision, I'm guessing that FPSC still registers the closed mesh as its collision so anything that goes out of its collision or "boundary box" is rendered collision-less, and perhaps why you cannot go into the dumpster as well.
I think there is some work around for this, perhaps make the lid separate from the dumpster model, I don't know much about FPI scripts but I guess there would be a command that makes the model have no collision, so use that into the script when activated so when the lid opens it makes it have no collision, then when deactivated make it have collision so it gives the effect of the dumpster opening and closing, however this will still make the lid have no collision when opened, guess something to live with.