I agree about the roads, you always want to minimize them as much as possible, and keep them off the edge of the map, especially the edges of the map you cannot add expansions to.
If you're looking to increase supplies relative to coins, you want to eliminate all of your Shoemakers and replace them with Tanneries. The advantage of Tanneries is they require less population, 54 vs. 77. This means you can eliminate more houses and build more Tanneries offsetting the slightly lower supply production.
You already have an excess of population, which will increase more when you start replacing the Shoemakers. This will allow you to both eliminate houses and build more Tanneries. You're looking to balance your population between the two. Keep removing houses and building Tanneries until your excess pop is less than 54. Keeping excess pop to a minimum also keeps your Happy demands to a minimum so you don't use up excess space with culture or decos.
When you sell houses, sell all of the Frame Houses first, then replace any leftover with Clapboard Houses. Population density is also the reason it's time to sell your remaining Cottage and Villas. Pop / Number of Tiles = Pop per Tile. This will free up the maximum space (111 vs 67) so you can build more Tanneries, less houses will produce less coins, but one of the biggest impact will be to free up motivations that can then hit your Tanneries.
Do not underestimate the power of motivations. That's the biggest reason why you want to eliminate all of your decorations and build only the highest producing cultural building you can build. Happy / Number of tiles = Happy per Tile. When you do the math, you'll also see the Theater has run it's course.
Each Deco and Culture building eats 2 Aid button clicks per day. It appears you have about 25 culture/decos, which means 50 Aid button clicks that are not available to motivate your production buildings. That's another reason you want to sell your Frame Houses first. With a one hour collection time and 13 Frame Houses, collecting them just 8x per day will suck down 104 motivations, collecting 12x per day will suck down 156. So right out of the gate, you've got 150-200 aid button clicks that will never motivate your production buildings.
Why are motivations so important? Because it doubles the production of a building after all the other boosts have been applied. (Base + (Base * (Boost %s + Boost %s)) * 2 if motivated) For example using LoA level 5:
(Tannery 24 hour production base + (Tannery 24 hour production base * (Happy Boost % + LoA Boost %) * 2 if motivated) = (810 +(810 * (0.2 + 0.95)) * 2) = 4,552. Without motivation, just 2,276.
That's why I also disagree with the advice to run short little production times. Not only will you burn through your motivations, you'll also burn through your LoA boosts. Without them, running 5 minute productions, you'd have to collect each Tannery 82 times to equal the production of a single motivated 24 hour collection. Plus you can't run the 'Produce 2 pairs of fine boots' RQ, which makes no sense either. Plus motivated buildings can't be plundered, so it even helps with that.
Which also means you need to stay on top of your Friends list to dump the players that do not aid and visit your Tavern, and replace them and solicit friend requests from active players who aid and visit.
Why is visiting your Tavern as important as aid? So you can afford to buy a 60% Tavern Supply Boots every day. As has been mentioned, you'll always make tons of coins almost by accident, the above suggestions will help you maximize your Supplies as well. If you RQ, this will increase the number of daily UBQs you'll be able to afford.
Hope this helps.