Some comments: for 10.1 we will not include the new changes (at JF specifically: everything except for the very first minor change, to fix the jumping balls, will be reverted for now).
Then you guys can retest this new build, and this will be it then.
For 10.2 we could think about going forward and having the option to switch to the 'less whacky' physics. There, btw, i disagree with JF:
- the changes i did (e.g. kicking out most of the ball-teleportation-hacks) automatically fixed whacky ball spin, and making it void to use any artificial ball spin reduction at all. So in that aspect i would say that it is VPX's fault
- going forward we should get rid of as many weird code and old heuristics as possible, as some stuff is still there from VP9.0.7 or even VP8 times, and replace it with more robust code. This is will avoid that funny stuff happens, like when i replaced some of the collision detection code, and all of a sudden the collision handling reacted differently on some tables
- we will get the same 'correct' ball behavior back as before, i'm sure, but it will be some work, same as when PM5 was made and after that when retweaked for VP10, but this shouldn't hold us back
- some table elements like primitives and walls and the playfield itself featured different collision detection and handling code, although they should be absolutely similar (its all 'planes' after all). This is a no-go as it will confuse people when tuning physics parameters, as different elements will react differently with same parameters