Cool, ok do us a favor and open a tech support thread in the early solid state tech sub-forum:
https://pinside.com/pinball/forum/forum/tech-early-80s-solid-state
The issues you're experiencing are just generic problems and not really specific to Space Invaders.
You can start the thread by copy'n'pasting or quoting parts of the below and respond to them:
Recrimp both ends of that brown-green wire with new terminals. Add redundancy to that circuit by performing the mod that ties TP1 to TP3. See the three bulletproofing mod posts #8, #9 and #10 for the SDB below which also includes ground mods for capacitors C23 and C26:
https://pinside.com/pinball/forum/topic/vids-guide-quick-bally-driver-board-repair-bulletproofing#post-592756
Don't worry about remeasuring TP3, you were obviously getting a bogus reading.
Solenoid 10 is the small coil on the coin door, solenoid 11 is the flipper enable relay on the SDB. 11 is working otherwise the flippers wouldn't work.
Quoted from ElCid95:
It also looks like at least switches 5, 17-21, 26 and 32 aren't working either.
Switch test mode only reports the lowest switch number it finds closed. So you need to make sure all drop targets are in the raised position and you remove the ball from the game. The game should report "0" in the ball in play display. If it doesn't let us know.
Then with the manual in hand opened to the switch ID page, manually activate each switch starting from switch 40 and work your way backwards to switch 1. Report any switches not responding or switches that report the wrong number.