Hi, pastiche,
Activating one switch at a time to search for a faulty switch matrix diode won't necessarily find the culprit, more than one closed switch is usually needed to cause a 'phantom' closure. Flash isn't a multi-ball game, though, so there's not that complication. The same goes for 'lane change' contacts.
If it's a phantom tilt, then it won't really be random - it'll occur with a particular group of switches closed, possibly amongst others. Try to 'grab' what the situation is at the moment it happens, particularly the final 'real' switch operated. Since the only switches on Flash which would be closed longer than while in contact with the ball are the drop targets, I'd suspect they're involved somehow, either being the problem itself or helping to create the phantom.
Early Williams solid-state games don't have capacitors on matrixed switches, only the 'special' switches which trigger jet bumpers and slingshots.