Another thing to note is that you can add a second cart to the grinder. Haven't tested its effectiveness but it should work fine in theory.
I guess this is as good a time as any to discuss my other findings from my attempt to make a track switch with a sideways-sloped ramp intersection and a door blocking the straight route.
Using this as a loop or diagonal/zigzag won't accumulate speed because the cart loses its speed every time it hits a wall. However this linear accelerator works somewhat:
-_#\-___#\--
That's a straight track, channeled gap (with ramp removed!), fortification, and track ramp in that order, followed by a straight track (may not be needed), 3 or so channels, a fortification and another track ramp, and so on. When a cart goes over a gap it will fly through a fortification, but the ramp on the other side still counts for momentum purposes. The tough part is that the ramp only counts if the cart is rolling on it and not flying over it, and it flies further the faster it's moving. There's only a certain amount of speed you can get before you can't get it to land on the ramp just right to keep getting more speed.
The other thing I found is that the game doesn't know how to handle the slope of intersection track ramps in some cases, and considers them to have no slope at all.
WWW WWW ..W
=+W =+W =+W
WWW ..W ..W
Where W is a wall and + is a NSEW track ramp, the case on the left propels a cart to the left. However, the other two don't make the cart roll in any direction. If you have a dwarf push a cart up a slope made of all-direction track ramps that only have walls on 1 or 2 sides, it will go all the way to the top! Strangely, a cart that starts moving because of rollers will instead move up 1 z-level and stop on the ramp there (maybe based on speed or something??). I still have to test if it will keep going upwards with alternating NSEW ramps and straight, non-ramp tracks. In any case, it won't roll downwards of its own accord, meaning you can make guided carts on ramps perfectly safe in theory.
Which brings up another, seemingly more effective linear accelerator:
_ _ _
\+ \+
where \ is a downward E/W or N/S track and + is an all-direction track ramp that has the walls on one or two sides removed. Unfortunately this has a similar drawback as above: after a certain speed, the cart will fly off the track instead of going down the downward slope.
Edit: apparently that has pretty much the same effect as using regular slopes on both sides as noticed before:
_ _ _
\ / \ /
However, it doesn't work the same way going backwards. The intersection track method appears to slow and stop a cart moving left, causing it to accelerate to the right.
Anyways, have fun with non-Newtonian physics, who knows how long they'll last!