It's really a sign of good / sane architecture when you can deploy fixes to problems without issuing a new client. I've been amazed in my life at the times when a server-side problem needed a whole new client rolled out to address it. Hurray for Team Server!
+1 Well said
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This fix aside, what will give the greatest influence increase in a single transaction:
a) selling 10 canisters of gold for profit, or
b) selling 100 canisters of gold for 10 times the profit, or
c) the influence is the same for each transaction no matter the amount or profit.
Well as long as it makes sense and people dont spend time digging in to it with the main goal being to find a 'player workaround' then its should be just fine.