I've been thinking about this feedback a lot. A LOT. I apologize for the long post but I feel the need to explain.
There are several reasons why the ball physics are the way they are. The main reason is I wanted a similar feel to Marble Madness from which this game draws its inspiration from. That type of marble doesn't really bounce, it drops heavy, and is not fast going up ramps. It is not controllable in the air (like Super Mario, or other platforms), where you jump or where you get tossed is your trajectory.
A second reason is I am using Newton Physics engine and this entire game started with Walaber's initial "Demo1.dba" file he put out 9 years ago. That used omega forces to "spin" the ball around. The ball is actually rotating itself with a force, like a hamster in a globe. This is a reason why the ball spins so much on ice. I could clamp the angular velocity to not make it go that crazy, but I never tweaked it.
By using omega forces, in order for the ball to "grip" the tiles properly and not slide all over, it needed to be relatively heavy. It is heavy, with the ground having a low elasticity, high softness, and high friction. This prevented the marble from "spinning" on the tiles, and it looked the way I wanted it to. Even with the way it is, you can still see the marble "stutter" a little bit when an edge gets loose and the marble spins faster than it should. You also see this when the marble goes slightly airborne onto a descending ramp, or when you try to skid to a halt after moving quickly.
The physics have been this way for such a long time, I was comfortable with them. I don't much like the marble games where ball control can continue in the air. I also don't like marbles moving too fast by default and whipping around the level too quickly. Games which allow that usually have ball control in the air to compensate when things get crazy. The marble would move at a consistent speed, and require the need to outsmart enemies that are faster than the player.
Last release (January 2011) people complained about how slow the game was, so I sped the simulation up by 30% and made the camera more responsive. That seemed to help, but it sounds like people still don't like the physics.
This is a hard thing to hear for the creator of a physics-based platformer !!
So I've thought about this a lot, and particularly what changing the physics model means to the game. I still think I can accomplish what I want with a "push" model instead of a "spin" model. I can make the ball lighter, make it so the pushing force from the player doesn't work as much in the air, and adjust all the mechanics to follow suit with how it should look.
I can adjust the bounce of the railings with a single line of code. I will have to adjust ice to be "something" different, and make it so it is still slippery enough but not be annoying.
I have to think some more about making the moveable objects, or anything besides the player, beholden to the forces such as fan wind and other widgets in the game. I think boxes would be important for blocking wind and other uses, but perhaps planks/sticks/balls can be pushed about (?). The same concern goes for enemies. I can barely keep an enemy AI from falling off the edge, I doubt I can make it smart enough to counteract any forces it finds. But I understand the leap it takes the player to recognize that only they are affected by the physics in the game. It cheapens it.
Not having objects reset after a player goes to a restart point is bothering me as well, and I'm still coming up with a way to get that working properly. It will take some work but I think it is necessary for the game to do so. Mr Kohlenstoff, I asked you a while ago how you did it for Doyle, and I still have that information handy.
I've never been happy with the bounce effect (I don't know what you are seeing MrHandy, it should at least be bouncing), it is still erratic and the bounce angle cannot be counted on in a predictable way, because I've left everything up to the physics engine and tried to intervene as little as possible. But I believe I will have to do the bounce effect manually, and that will take some coding to get it right.
I've been around the block long enough, so you don't have to worry about me tweaking values in code over and over again. 7800+ lines does not compile quickly. I already have a config.dat file, and I will be porting all my constants related to physics behavior to this file so I can easily tweak and then rerun the game at least.
A lot of changes coming, I'll try to get them out as soon as I can... before people forget about this game again.
Thanks again for your feedback. There is a good chance the new physics model will "break" the current levels, but feel free to make some and share here if you wish.

A 3D marble platformer using Newton physics.