Did you solve this ?
You can calculate a rough speed by taking the hypotenuse of the vectorx/vectory for the physics object.
SQRT((Thing.Physics.VectorX^2)+(Thing.Physics.VectorY^2))
or distance(0,0,Thing.Physics.VectorX,Thing.Physics.VectorY)
It's the only thing that's missing from the physics object is a general 'speed' variable that can be accessed, rather than having to calculate it each time. :)