Have you tried to get rid of PF operators that should probably be handled by lucid modifiers? I see you're using deflector objects, which might not be supported by the Lucid simulator. Those operators will create more particles that Lucid might not be aware of, and Lucid already has its own 'deflectors' under the form of collision objects.
I think that for now you have to see the lucid operator for PF as a simple way to get continuous particle emitters for fluids instead of defined volumes, to make it easier to create flows. I tried your setup and I could get Max to crash just by using a deflector, which for me makes sense.
The gravity operator also seem a bit redundant as Lucid handles its own gravity built-in the lucid flex settings. Again I don't think you can expect to be able to use lucid PF operator to be on top of complex PF behaviors. Lucid takes the particles from the birth operator and then handles their behavior using Lucid Flex simulation attributes defined by the collision objects and the global Flex settings.