The 'special' solenoids:
Left kicker
Right kicker
Left Jet Bumper
Lower Jet Bumper
Right Jet Bumper
Can activate and hold on until a fuse blows.
Check all the switches here, make sure the switches can't get stuck on, and that they have a good gap when not activated.
When you first turn on the game, do some coils pull in before the game get's booted up?
Play a game or two with the glass off. Can you see the slingshot kickers, holding in? Jet bumpers holding in?
With the glass off I can generally hear if a coil is solidly on and holding in too long. It makes a very distinct buzzing noise.
On most boards of this age there has been work done in the upper right corner where these coils are controlled. Even if the switch isn't holding the coil on, bad parts in the Special Solenoid area can cause problems. If a 7402 chip is already in a socket, make sure it is a 7402, not a 74LS02 or something with letters in the middle of the number. Board problems here that don't immediately lock the coil on and blow the fuse immediately will usually make the coil warm/hot to the touch.
Immediately when the fuse blows, open the playfield and feel all the coils. If anything is hot to the touch, consider checking that coil very carefully for the switch that activates it, and the parts on the board that activate it. Consider replacing the coil if it's hot to the touch.
The coil solenoid is 2 1/2 Amp.
I have had some games that used a fraction more power.
In general, you shouldn't overfuse.
The fuse is there to protect your machine from burning up lots of parts. If you overfuse, you might have a small problem turn into a problem that involves a lot of burnt up parts.
However... I have had a couple of machines that a 3 Amp fuse here saved me having to go out every week or two to replace the coil fuse.
Let us know what you find, and check what pins4u said above, and do that first. Great troubleshooting advice!