I don't believe you can get pupil diameter but it looks like you could estimate angular speed by measuring the change in gaze direction between frames:
Vector3 previousGazeDir;
// ...
Vector3 newGazeDir = CoreServices.InputSystem.EyeGazeProvider.GazeDirection;
if (previousGazeDir != Vector3.zero)
{
float gazeAngle = Vector3.Angle(previousGazeDir, newGazeDir);
float gazeAngularVelocity = gazeAngle/Time.deltaTime;
// .. do stuff with gazeAngularVelocity
}
previousGazeDir = newGazeDir;
Depending on your exact use case you may want to account for changes in the direction the head is facing.