First off, I would keep this to one FSM on the speed tile, with the get rotation action in the first state. That way the variables get saved to that FSM and don't need to be sent or retrieved between the two.
If you want the car to turn it the direction it's boosting: Save just the Y rotation, and when the player enters it's trigger area, set the player's rotation on the Y and velocity on the local Z axis (or get the player's velocity, add some number, and then set.
Otherwise get Euler angles from the get rotation action and use that to set the velocity. Keep in mind that "add force" will combine the object's current velocity with the new one, so an object in motion will be influenced but won't go in the exact direction you want.
Hope that helps