Acceleration is a rate of change, which you can calculate via InSim. The larger the rate of change of velocity (i.e. acceleration) the more likely it is to be caused by a cheat. Now obviously you need to take certain things into account - for instance what might be a good indicator for a cheat, for the XFG, will be totally impractical for the BF1...
I did do some brief testing before I got bored, and it sort of worked for the replay I had of a FBM cheater, but it went a bit weird for other vehicles. The other thing you have to watch out for is reliably detecting crashes and collision bumps, which was fine as long as the person spun. As soon as there was a linear collision the detection got triggered - which means you either need to resort to only logging or kicking, which makes it pointless, or using the position of the user relative to the walls of the track. But this doesn't apply for user placed objects. At that point I got really bored and fed up with pyinsim (purely because it was python).
The only realistic option, in my opinion, would be something that emulates UTpure (going old school there) or punkbuster, and sits at both the client side and at the server side. If there's no constant communication, or detection of a running memory editor, etc. then a kick occurs. But building something like that, which works on top of the LFS stack, is just a lot of effort for what is [currently] only a small issue.
If someone has a better idea, or can spot something that will reasonably work, or some sort of mistake/assumption I've made, then I'm happy to work on the concept with them in conjunction with the barricade (no, not had the time to finish it today so far, yes it's still coming).