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In reality, the are enough "currencies" as it is.
Adding knuts or whatever would not make the game more interesting.
1 Galleon = 17 Sickles
Please don't.
e.g. Why is a unicorn and a puffskein 'worth' the same? Why is a potion 'worth' about a tenth of the price of the ingredients you'd need to make it yourself, if you were buying them? Why are upgrades and traits entirely worthless? Why do clothing only have a few basic 'tiers' of sell prices, when vastly different? etc.
With that said I doubt the devs would do something like this especially with the limited purchasing power you have in game so I think if it is to be added you would have to wait for or make a mod.
There's no vast difficulty in coding in different coinages. You just save everything as the lowest denomination and perform a few easy divisions when it has to display it. In this case, you'd save everything as knuts, then run Wallet/493 to get galleons, Wallet % 493 to get the remainder, remainder/29 to get sickles, remainder % 29 to get the leftover knuts. It sounds complicated, but it's just four extra lines of code. Maybe add in a few functions to help the designers not have to convert anything themselves.
It's less than a day of work for one person.
The reason it's not done often is that it doesn't add anything except interface bloat. You have to display three totals to the player, the UI needs to be clear what coins are what*, and if you're using odd denominations it can really confuse players. HP fans might like 29 knuts to a sickle but less dedicated players would find it a pain to figure out how much money they had.
*World of Warcraft had an scam early on where people would auction items for a value in copper coins, then put one cheeky listing in there for gold. Since the game didn't show the coin if the amount was zero (e.g. a price of 1g 0s 0c displayed as 1g, easily confused for 1c) people were accidentally buying the overpriced one and donating gold to the seller.
My idea is simply to be more immersive in the lore, but it could be so much more.
It's not relevant to the issues people mention.
The fact you get a flat rate for saving animals is not a currency limitation. Its an intentional design choice. And the reason you can't sell potions and stuff is because we would make money too easily. And we don't really have much to spend the money on, frankly.