Hi All, I am happy to report that I have made some progress on this problem. In fact I think it is solved as far as my case is concerned!
Let's start with the formulation of the curve and take as an example a cubic bezier curve. Such a curve has two positional points (p0, p1) as well as two control points (c0, c1). If we want a curve to start at position 'p0' with velocity 'v0' and end at position 'p1' with velocity 'v1' after a specific time 't', then we must place the control points accordingly. How? By using the following equations:
p0 = p0
c0 = p0 + v0 * t / 3
c1 = p1 - v1 * t / 3
p1 = p1
Essentially we take the formula for a cubic bezier curve and differentiate with respect to time (as someone rightly said at the start of the thread!). By solving for c0 and c1 we get an expression for the control points given a required velocity. Once the points are placed, we evaluate position using the cubic bezier equation and passing in elapsed time (as animated in my post #14).
The result is a very smooth acceleration through the curve, as evidenced here with a spline that is composed of three separate curves:
It's pretty awesome! It is important to ensure that when transitioning from one curve to another, the 'p1' and 'v1' of the curve that is being exited equals the 'p0' and 'v0' of the curve being entered. This provides continuity across the entire spline, preventing sharp turns or unnatural acceleration. The only challenge with this method is that the control points are placed for us, so if you want a very specific shape it requires splitting the spline into more curves for more precise control. This isn't necessarily a problem though. The main issue for me was achieving the acceleration so it's awesome to see it working.
Huge thanks to everyone here who helped by offering advice. And I must extend a massive shout-out to DMGregory over on GameDev StackExchange as he explained the solution and helped me to understand it.
Now I begin the exciting task of generating some complex looking curves!