I'm on the fence about this one at the moment as the maths is quite difficult (i'm not so great at advanced maths) and in order for me to want to progress the prototype would need to be manageable and well structure and so far it's neither plus i have a lot going on at the moment
I'm thinking Macintosh classic Pararena meets Beyblade, with crank controls first and foremost.
One could avoid a fair chunk of math by leaving the collision detection/restitution to something like Chipmunk; then you'd just need to manage the player- and dish-induced forces. Unless you're planning on going full sicko mode and modeling the ball spin, since a dense ball definitely acts a bit differently than a sliding body.
Tilt controls might also be a lot of fun. Tilt-versus-crank versus play, though, probably a bit much.
For the last couple of days I've been working quickly on an entry in the Yellow Square Jam that finishes tomorrow. This is my first game jam in I don't know how long.