Thanks for the info Michael, that's helpful information.
My current approach is going this way... I'm building up the game assuming a 4:3 (12:9) screen size, but the graphics canvas ratio is set to 16:9. So, 12:9 is effectively the game field jBox2D operates under, and the remaining 4:9 is auxiliary graphics and stats that the people with 4:3 devices won't have. (Read that as: fun blinky graphics)
The background components aren't really able to be cropped. So I'm going to have to scale as I can.
I have the jBox2D/PlayN side down now... given weird resolutions, it looks good and plays well regardless of resolution, but if its not 4:3/12:9 or 16:9 aspect ratio, it's going to be off a bit. (I can give the playfield a bezel I suppose, :-/ I'll have to see as I build it out. Maybe I'll use your cropped background image idea there, and place the playfield on top)
Still no good solution for the box2d-editor stuff... I did come up with a 4x3 base, and recalculated the physUnitPerScreenUnit to match to the device drawing on the playfield. For now, I'm hand-drawing the components out on graph paper and translating the coordinates into the json levels I have. Its actually not a bad technique as it forces me to pay more attention to some detail I was ignoring with the editor.