Yes, that’s exactly how you could replicate the old Velocity. It’s a bit awkward for it to take the argument in world space, but the consistency with ApplyImpulse and the other new functions which make much more sense taking a world space position is very beneficial.
However, that’s probably not what you want to do. What you should be doing, is just using the new AssemblyLinearVelocity property in the same places that you used to be using the Velocity property. Yes, AssemblyLinearVelocity has slightly different behavior, however, that behavior is what you probably wanted the whole time when you were using Velocity.
Specifically, AssemblyLinearVelocity has better behavior because it continues to work predictably even with a rotating object, while Velocity will wobble back and forth thanks to the rotation adding and subtracting from the effective velocity of the center of the object (objects tend to rotate around their center of mass, which is what AssemblyLinearVelocity is measured relative to, so rotation doesn’t affect it).
GetVelocityAtPosition is only for if you want to do something very niche like throw particles that you’re simulating yourself off of a potentially rotating object.