Hmm, try this.
I gather the perceived problem is - after making/minting coins, they become a haulable item that each dwarf 'owns', takes and scatters around your dungeon, necessitating more hauling based on economy ups and downs.
Why not instead,
Retain the non-economy system where everything is recorded in credit (converted to coin in economy) but minted coin itself does not then become an 'owned' commodity. For play purposes, we retain the simplicity of the 'credit' system for tracking dwarf finances. Now, why would we mint coin? Coin becomes required to activate higher game functions (shops, etc). Unlike now, the Tax Collector himself does not activate shops (as example), but activates economy. TC then determines total wealth of the fortress (total credit from credit system of dwarfs, builds in an inflation amount) and sets the requirement for minted coin to match. We as players mint the coin which is just stored in a stockpile (like everything else). As individual dwarfs don't own coin, no hauling is required bar moving the coin to your stockpile (vault) in the first place.
You now have the opportunity for treasure vaults (for adventure mode and planning for in fortress mode). TC mandates can be connected to the requirements for coin - i.e. every time coin levels drop below the required level, TC creates a mandate for coin minting (to be stored in your vault). Rather than a TC failed mandate resulting in current punishment, set it that if TC is happy (no mandates), no further adjustment. If TC unhappy (has mandated coin), EVERY dwarf in your fortress receives a bad thought. Gives the player the oppoturnity to ignore the mandate and not mint coin for no penalty other than a constant bad thought, which itself is only a concern if you are near a tantrum spiral.
We now have player controlled thought control (mint enough coins, or don't bother). We also have player controlled limitations for game complexity (player doesn't mint coin, and doesn't activate the higher game functions until player is ready to). Its the idea of, say, building a barracks for soldiers, then choosing to build a stable so the barracks will now produce horsemen as well - if you want the complexity of dealing with horsemen, you can, but footmen are perfectly adequate for the job at hand.