After I read the comment of @trollworkout (THANK YOU !!!) I made some performance benchmarks with dictionaries.
I wrote a script which creates two dictionaries, one with Vectors as keys and the other one with IntArrays.
The results show how good @trollworkout's comment was!!
Here is a table of the results:

all numbers are in msec's
as a consequence im over 350 times faster when I use Int Arrays!!
And the creation process of the Dictionary also is going to be 640 times faster
I'm pretty shure that my test werent that proper set up but it still shows that there will be a huge performance Increase.
I will do an implementation of the new dict system as soon as possible. Shouldn't be that hard.
If somebody Is intrested or wants to give feedback here is the ugly code of the test:
extends Node
func _ready():
var dictSize_hochDrei = 20
var dictV = {}
var t = OS.get_ticks_msec()
for x in range(dictSize_hochDrei):
for y in range(dictSize_hochDrei):
for z in range(dictSize_hochDrei):
dictV[Vector3(x,y,z)] = 1
print("Vector Dict created in ",OS.get_ticks_msec() - t," msec Size: ",dictSize_hochDrei*dictSize_hochDrei*dictSize_hochDrei)
var dictI = {}
t = OS.get_ticks_msec()
for x in range(dictSize_hochDrei):
for y in range(dictSize_hochDrei):
for z in range(dictSize_hochDrei):
dictI[[x,y,z]] = 1
print("Int Dict created in ",OS.get_ticks_msec() - t," msec Size: ",dictSize_hochDrei*dictSize_hochDrei*dictSize_hochDrei)
var numberOfSearches = 200000
var value
var t = OS.get_ticks_msec()
for i in range(numberOfSearches):
var x = randi()%dictSize_hochDrei
var y = randi()%dictSize_hochDrei
var z = randi()%dictSize_hochDrei
value = dictI[[x,y,z]]
print(numberOfSearches," suchvorgaenge in _DictI_ brachten: ",OS.get_ticks_msec() - t," msec")
var t = OS.get_ticks_msec()
for i in range(numberOfSearches):
var x = randi()%dictSize_hochDrei
var y = randi()%dictSize_hochDrei
var z = randi()%dictSize_hochDrei
value = dictV[Vector3(x,y,z)]
print(numberOfSearches," suchvorgaenge in _DictV_ brachten: ",OS.get_ticks_msec() - t," msec")
Small Update
I now Implemented a way to destroy blocks. This wasn't that easy and its still buggy because I have to modify a surface and can't just delete the cube that got destroyed by the player.