That's very interesting, Jason. I wish Fusion could show velocity like that.
I've been doing some experimenting. I used a
community-made Fuse called Retimer.
This is a really nice tool. It allows simple keyframing of Speed, and interprets that in the way you'd intuitively expect. From the description:
Retimer lets you retime your footage or 3D scene but it calculates the retiming on a frame basis.
This means that if you're on frame 100 and changes the speed from 1 to 2, the next frame will be 102 while if you would simply change the clips speed you would end up at frame 200.(Unfortunately Retimer currently doesn't work in Resolve's Fusion page - it needs a one line fix to make it work, which I've made the author aware of and will be pushed to Reactor hopefully tomorrow. In the meantime, the Time Machine fuse can be used in Delta mode, keyframing Delta with the same keyframes shown for Speed below:)
Using Retimer, I set the following keyframes:
> Frame 0 : Speed 0.1
> Frame 450: Speed 0.1
> Frame 900: Speed 1.0
Therefore this gave me:
> Frames 0 - 449 : 10% speed
> Frames 450 - 899 : speed increasing from 10% to 100%
> Frame 900+ : 100% speed
I then added a TimeStretcher node, keyframed it, and manually adjusted the spline handles attempting to achieve the same output as the Retimer. I eventually achieved a near 1:1 match with the following graph (white = TimeStretcher's Source Time; red = Retimer's Speed)

I needed to curve the TimeStretcher Source Time graph in order to replicate a speed increase from 10% to 100%, which in hindsight was obvious: a graph of the current frame number must be curved if the speed is changing over time.
Based on what Jason showed, I think this speed increase would be considered constant acceleration? Speed increases from 10% to 100% over 450 frames, an increase of 0.2% per frame. Given the playback rate is 30 FPS, the rate of acceleration is 0.06 frames-per-second per frame?
I later tried to replicate something like this using the Edit page Retime Speed controls, but couldn't get anywhere near to the same result. It seems to be restricted with regards to the speed changes you can achieve, because you can only pull the handles out so far. It doesn't work like a normal keyframe system, where a curve is defined between two keyframes. On Retime Speed, a curve is defined around a single keyframe. So using Retime Speed I couldn't create anything close to the speed change I defined in Fusion, because the handles wouldn't drag out nearly far enough.
On top of that, I found it nearly impossible to get precise results, because the granularity of keyframe movement is severely lacking. The smallest movement I could make of a Retime Speed keyframe resulted in a 6 frame jump in the clip.
Then I tried with Edit page's Retime Frame. Again I came up against the sensitivity/granularity issue, finding it close to impossible to make precise adjustments in keyframes. So I settled for getting the output within 5 frames of the Fusion result. Having achieved that with the Retime Frame keyframes, I then switched the display to Retime Speed, and it showed this graph:

So it interpreted that speed change as two instantaneous speed changes, dividing the clip into three time ranges: 10% speed at the start, 100% at the end, and 55% in the middle, which is apparently the average speed necessary to increase speed from 10% to 100% at a constant rate.
In my opinion, the TLDR of all this is: Use Fusion for any retiming that needs precise control, or where you want to be able to guarantee the rate of change. At least if it doesn't involve audio, of course.
There's a little extra hassle involved in using Fusion for retiming, because Adjustment Clips don't work and if you want to slow a clip down you need to put it in a Fusion Clip, then artificially increase the length of that Fusion clip.
But it's possible to get much more precise and specific control in Fusion than it is using the Edit page keyframes - especially with the Retimer Fuse, which is nice and simple to use and understand. For even more sophisticated control - albeit a little harder to get your head around - there's also the excellent
TimeMachine Fuse, which has 12 separate time manipulation modes, and also works as a Modifier - meaning it can manipulate time not only for images and 3D scenes, but also number and position values on any node.