Don't own any of the books but I did some research in the way of getting one (and decided I wouldn't get enough mileage for my money and improvised some house rules for my own use but that's neither here or there) and here are a few things I heard that may interest you:
Broadsides is reputed to be fairly 'true to life' in that it makes a point of producing roughly the same sort of outcomes you'd get on a real sailing ship. Also, it apparently has lots of historical data (what ships were around when and so on) which would perhaps be good if you track things like technological development of nations in your campaign.
Seas of Blood is meant to essentially give modified D&D stat blocks to ships (so they have a hit point mechanic, AC, size categories and things like that) which I guess would mean it incorporates well into the existing system but will probably therefore have the same 'flaws' that D&D combat does (ie. high abstraction and not a lot of concern for anything but a shallow veneer of reality).
Again, I don't own any of the books so all this is speculative and second-hand but it may still bear thinking about.
Yours,
Altin