So, you're clearly a wizard with normal maps, but I'm noticing one major thing missing from your finished texture, which is ambient occlusion. Your second sample had these really conspicuous shadows, and while they were a bit excessive — and directional, which is a bad idea — your finished version probably should have retained them in some form. A couple things to keep in mind:
1. You want your shadows to get "deeper" the further down they're cast. Observe:
And here's one where I've color-coded the layers for convenience (you don't want them to actually get darker like this):
Do you see how the layers cast deeper and deeper shadows on the white background the higher they get? And how the top layer casts a deeper shadow on the bottom layer than the middle one? That's the effect you should be aiming for. This took some fancy Photoshop action involving masks and converting drop shadows into independent layers, but if your pile of coins consists of discrete layers like this, it should be easy to reproduce. If your base texture is just solid gold, then you can just drop your AO bake on top of that in a multiply layer and be done with it.
2. You'll need a specmap to make the effect really work on a shiny surface.
I haven't done a lot of work with specmaps, but from what I understand you'll want it to be very similar to the AO bake, but with even darker shadows with more spread. The idea is to pretty much avoid any light reflecting off the visible shadows, or the shadows will look as painted-on as they are. I think by the fourth or fifth layer, if you have one, you should have virtually no reflections at all.