@Noah & mfuegemann: Also, i just played around with the VPX flippers again: Setting coil ramp up to 0 already makes them fast. Then one can increase the strength: Even faster. And if that is still not enough: Decrease mass -> Almost instant move to full rotation.
Can you guys also test this on your end (using latest VPX 10.2 beta, please, so that we test the same stuff)? Is that good enough? Other unwanted sideeffects then?
EDIT: The last question i can also already answer myself: Yes.
(really high strength makes weird ball interactions) Still, please test.
EDIT2: Actually its not weird, and makes perfect sense like-is: Due to the weak coil effect, a ultra high strength will make the flipper bounce back a bit, but then immediately the extremely high strength will shoot the ball away again. This can be solved by tweaking the EOS torque accordingly (=lower value). So, please test. 
With regard to increasing flipper strength as a means of producing faster flipper rotation...
I find myself lowering flipper strength in VP to simulate real world pinball. Seems like authors often choose flipper strength of 2300 or higher for 80s and 90s solid states. Powerful, but mismatches real games on location around here. From my perspective, this is more "modern new-in-box Stern" strength - and fresh out of the box at that!
At the risk of sounding like a snob, 2300 or higher often makes ramps too easy to shoot (unless they're really steep). You lose the sense that you're interacting with gravity. If an inaccurate shot can bounce into the side of the ramp and still ricochet its way up and through and out the ramp, flipper strength is too high, imo. With lower flipper strength, you know you nailed it when you travel a ramp. Fist bump moment (which is sad, because I usually play alone!). Or you don't nail it, and gravity sends the ball back down the ramp and SDTM! High stakes = excitement. 
Haven't experimented with mass. But, I'll try it and report back. I always set Coil Ramp Up to zero. High coil ramp can make flippers feel nice and smooth (especially on EMs), but the cost of introducing latency on the initial flip isn't worth it, imo.
I agree with BorgDog that "the bulk of the issue outside people see is not how fast the flipper moves, it's the time before it starts moving." But, since even the fastest refresh-rate monitor and GPU constrains us with hardware limitations, it'd be nice to have the option to bump flipper rotation speed up to compensate for unavoidable digital latency.
In the end snappiness may be experienced as a function of total time from flipper keydown to full extension. "Making up" some of the time lost in latency between keydown and onset of flipper movement (the time before it starts moving) with faster rotation speed could make for an effective means of compensation.
That said, I also agree that BorgDog is correct in suggesting that if we introduce a bunch of wonkiness into ball trajectory / lose the ability to reproduce shots consistently (a common complaint about Future Pinball) in pursuit of snappier flippers, we'd be doing ourselves a disservice!
So far gtx-joe's solution is yielding great results. No negative affect on ball trajectory. If you like to practice live / drop catches, this is your chance! I've tested for hours on VPX Knorr and Clark's Road Show, UW's Bad Cats, Ninuzzu's Super Mario Bros. I love it! Without gtx-joe's code, I could never hit Red from the upper left flipper after ball releases from lock, for example. You've gotta be on your toes for that one, as on the real table the ball travels only about three inches of space before it's time to flip for the jackpot. With gtx-joe's code, it's totally possible. Without it, you have to listen for the sound of the ball release, and "guesstimate" a flip way early to compensate for latency (who does this in the real world?!).
Thanks again everyone for brainstorming about this. It's really fun and exciting. 
Edited by Ben Logan, 14 October 2016 - 05:52 PM.