I believe that you have no switch problems, only solenoid problems. If the lost mine popper triggers, it will block the opto, trigger that switch, and the game should try to clear the ball it thinks is there.
If the ground side of the lost mine kickout was shorted to the outhole or ball serve coils, I think they would all fire together when any one is fired. This fact makes me think you could possibly have a board problem..? So I have a suggestion about how you could try to rule that out.
Disconnect J130. This is the controlled ground to the three solenoids in question, which are numbered 01, 02, and 03. Put the game in coil test mode, firing solenoid 01 (Outhole) on repeat. Set your multimeter to test for continuity with an audible buzz. Probe from ground to J130-1. If I understand correctly that the TIP transistors complete the connection to ground, then when the game is firing solenoid 01, your multimeter should buzz. If this works as I describe, this just proves that my understanding is correct and the rest of the tests will be valid. If this doesn't work, then my method is probably just flawed.
You should be able to similarly test solenoid 02 (Ball Serve) at J130-2 and solenoid 03 (Whirlpool Popper) at J130-4. These should all work correctly, since your game is able to fire each of these coils.
Now to test something that seems to be malfunctioning. See if J130-4 (Whirlpool popper) is grounded when the game fires solenoid 01 (Outhole). That's what you describe is happening, but with the playfield wiring out of the equation. If J130-4 grounds when it shouldn't, I say you've got a board problem.
If you do have a board problem, my first guess might be ribbon cables. My second would be the 74LS374 at U5. That's the component that interprets the MPU signals to turn on the transistors for solenoids 01-08. At the very least, physically inspect that chip to verify that you don't see anything weird.