yeah you can filter collisions (both "solid" and sensor) with collision masks and group (these exist with box2D as well)
CE has a PhysicsCollisionCategories class which help get bitmasks from strings.
The typical exemple is the Enemy/Hero relationship (two enemies or two heroes won't collide with each other in theory)
"BadGuys" and "GoodGuys" are default bitmasks created by default here :
(coin and items are added too)
So these filter collision , and its a nape feature equivalent to what box2D can do as well. All CE does is help with that helper function to add/get bitmasks from strings.
But one can filter collisions with the bruteforce method I'd say, handlePreContact is called before any collision and the collision will or will not happen depending on what flag you return to nape (here, all are accepted by default).
Here's the priority to accept collision : masks/groups > handlePreContact
once in handleBegin/EndContact you can no longer prevent it but you can still check against the object types to react differently.
SO there are many layers where you can act, you should have a look at the nape documentation or even samples http://napephys.com/samples.html
Cause I rarely have to use collision groups and masks actually.