Other than those mentioned already, I've always thought it would be a neat adaptation to a pinball game to make the flippers analog. I don't know if this has been done yet but would add a great dynamic to the game. I'd like to see that done in a real pinball machine for sure.
Fliipers in Pinball are not meant to be analog. The challenge comes in trying to control the ball at high speeds.
Im not even sure it would be possible to make a coil behave like that.
Also, most shots are going to be long, and need speed to reach up the playfield & climb ramps. There is no reason for light hits... unless you are trying to pass the ball.. and then the game would be way too easy IMO.
The biggest mistake people make in playing pinball... is that they dont know how to Tap the cabinet, to help control the vector of the ball.
That isnt cheating.. in fact, its part of the design of the machine. Tapping the machine when the ball is rolling down the field wont do much of anything. However, if you time your tap to when the ball hits something on the playfield (such as a post), you can transfer the energy into the ball to alter its vector.
Also, you have to be aware of the balls Spin. If its coming from a rounded metal guide... it most often will acquire a good deal of spin on it.. especially if its moving really fast. Depending on how much spin the ball has... will change what happens when the ball hits the flippers drastically. You may have to time your flip earlier or later, to counter this angle change.
There main analog in pinball control, is the Plunger strength. That could be used with such buttons with good purpose.
(Press to simulate pulling back the plunger... and depending on the analog pressure... pull the spring back more or less... then let go of the button to launch the ball)
Tapping sensors might be able to be made with these. You would need at least 3 (left, right, and front). You would have to modify the buttons so that there was no travel. (depressor is resting on the pad) Then when the cabinet is slapped.. it would send the appropriate power levels, and vector changes .. to the balls vector (if the ball was hitting something on the field at that time)