Had a bit of a think about this, and you might be able to reduce it down to a one-dimensional problem by looking at the angles.
Assuming that your ball is moving in a straight line, and your flipper is rotating at a fixed speed ( or at least they can be approximated as such over a single timestep ), and taking everything with the pivot of the flipper as the origin:
Calculate the point on the circumference of the ball that is closest to the flipper at the start and end of the timestep. We’ll approximate the likely point of impact on the ball as being linearly interpolated between these points over the course of the timestep. Take the angles of these points so that you have an equation parameterised on time for the angle at which a collision can occur.
You also have a parametric equation for the angle of the flipper given the time
-> Solve to get the time where one equation equals the other. If there’s two or more solutions, as in your crazy-whirly-bonkers pinball pathological example, take the earliest.
I can see some problems arising where the ball’s center is moving into or out of the flipper’s range, but it might be worth a shot.
There’s some assumptions and approximations in there that you might be comfortable with, but I’m crap at maths so it’s the best I could come up with :-\
You could also try asking on the Maths & Physics section on Gamedev. They’ve got some fairly smart cookies there and you can avoid the flood of dilettantes if you’re specific enough in your question and make it clear your looking for an exact mathematical solution.