That looks kinda right to me. The treasure in those old modules seems like a lootfest as well maybe knock it down some as well.
I've been using the general rules following to run modules from Pathfinder, 3.x, D&D and AD&D:
1. Remove all magical properties and enhancement bonuses of items not actually required by the plot of the adventure - all those daggers +2 stashed in boots of random NPCs are now just boot knives, but the magic blade hidden in the nearby tomb that is the only weapon the party can be expected to have that will affect the vampire antagonist remains.
2. All expendable items are reduced in quantity to match the figures mentioned in DCC, and I typically drop that a little further down still to encourage the players to seek out spells like make potion and write magic when they can.
3. Monetary values of treasure are reduced by taking one digit off the number present (reducing to a minimum of single digit numbers) and have their coin type changed to the next less valuable: 400 gp becomes 40 sp, 30 platinum becomes 3 electrum, and so on. Copper takes some eyeballing... often I would take something like 32 sp and turn it into 5 cp.
Any treasures that seem too rich still (typically gems of more valuable varieties and giant piles of coins) have further reduction in quantity - I'd rather present the party with 30 silver coins minted under the rule of the empire that collapsed 200 years ago (worth either their weight in silver, or 10 times their value to a collector of antiquities) than have them run into 300 silver coins all in a pile.
So far (haven't done much - just DCC #0 and part of DCC #2) it seems to work just fine - the party's money goals are to finish getting outfitted in armor and weapons without having to rough it, not to get everyone into the most expensive armor they wish to wear and on mounts of greatest breeding and finest quality.