On flippers: Not been keeping up with their current definition, but it sounds like we have some misunderstandings about how flipper physics are modeled. Let's step back a bit.
There are a few properties about a flipper that inform its mechanical operation: Its range of motion, the strength of its solenoid (which directly translates to its accelerative force), its mass (plus the mass of anything pressing against it), and its friction. To be complete, you have both an "upward" force (solenoid firing) and a "downward" force (solenoid falling back to unfired position, which is mostly a function of gravity.) You also have the ball's momentum (a function of its mass and velocity) to deal with - the force against the flipper will be higher when a ball is hitting it at high speed than when it's just sitting on the flipper.
Solenoid strength figures directly into force/power. Apply the flipper's effective mass and apply friction, and you should have an acceleration speed. I'm going to posit that friction should be a reasonable constant, so then you really only have force and mass/momentum to deal with.
So when defining a flipper in VP, what properties can you actually set on it? Can you set its mass? And does the flipper movement take ball mass into account, so that if a ball is sitting on the flipper, the mass is effectively higher? Do flippers have a constant mass? Or is mass actually factored in at all? These things inform the flipper's physics.
Based on the description, "ramp-up" rate (defining acceleration directly) seems to be effectively trying to short-circuit the physics here. It feels confusing to me, as it basically says "Force applied to ball is a function of acceleration", rather than "is a function of power".