It looks like Box2D has a minimum velocity for elastic collisions of 1 unit per second. Since your physics scale is 0.2 this means that if GetSpritePhysicsVelocityX returns below 5 then it will not bounce. You can work around this by adjusting your physics scale, the following seems to work
SetDisplayAspect ( 1.3333 )
SetPhysicsScale ( 1 )
SetPhysicsDebugOn ( )
SetPhysicsGravity ( 0, 0 )
liBall = CreateSprite(0)
SetSpriteColor(liBall, 200, 0, 0, 255 )
SetSpriteSize(liBall, 2, -1 )
SetSpriteOffset(liBall, GetSpritewidth(liBall)/2.0, GetSpriteHeight(liBall)/2.0)
SetSpriteShape(liBall, 1)
SetSpritePhysicsOn(liBall, 2)
SetSpritePhysicsMass(liBall, 1.1)
SetSpritePhysicsRestitution( liBall, 1.0 )
SetSpritePhysicsAngularDamping( liBall, 0.0 )
SetSpritePhysicsCanRotate(liBall,1)
SetSpritePhysicsFriction(liBall,0.0)
SetSpritePhysicsDamping(liBall,0.0)
SetSpritePositionByOffset( liBall, 80, 50 )
// scale has increased by 5 times, but impulse needs to increase by about 25 times to reach the same velocity
SetSpritePhysicsImpulse( liBall, 80, 50, 25, 500 )
do
print(GetSpritePhysicsVelocityX(liBall))
Print( ScreenFPS() )
Sync()
loop