Some things still look suspicious, horizontal lines and vertical lines in your fast test still seem snapped unless you have perfect control, and on your slower test some circle's (drawn on the lower left) parts are noticeably jagged like a staircase (but they improved a lot from 3200). AFAIK, this could be due to angle snapping, or most probably due to slight pixel skipping on a cloth mat. For the matter, my DA can do way worse than that at some angles with a QcK, it's just not significant on your drawings.
Provided ME hasn't any input engine acceleration problems and uses directinput, it will work too following a popular procedure:
Start by setting a low sensitivity, then start your game. Move your mouse next to an edge of your pad, then place the aim reticule on a well defined point or line cross that is level, so you can define mentally an horizon line and vertical reference for starting/end point. After it's all set, sweep your mouse slowly and perfectly on the horizontal to the other edge of your pad, then finally return as fast as you can to your starting point in the opposite edge. Sliding your mouse over a physical guide should help with more accurate results. In the end, if the reticule is either noticeably upper or lower the starting point (horizontal reference) or movement stopped at half of the way (horizontal), you might be exceeding the maximum mouse acceleration, something than can happen at default 125Hz polling rate without patching on those older MS mice. Now for positive/negative acceleration, it means that when you return fast to your starting point and the same distance was ran physically, the reticule either overshoots it or doesn't reach the starting point (either right or left the vertical reference). Please take human error in account!
The same mouse can behave completely different depending on usb polling and dpi settings.