I would have every helm give a low baseline speed/SR (possibly modified by ship size - so a strong helm on a Dragonfly would give a faster speed than the same helm on a Hammership), and not have them necessarily drain spells. However, a caster seated on a helm can channel a spell into a short-term speed boost. That way, expending spells to power your helm becomes something cool the caster can do, rather than a necessity that leaves the caster useless.
As for divine magic, both 3e and 5e have embraced the idea that divine casters get to cast their spells even on other planes. In AD&D, priests had a number of restrictions when it came to planar travel - in addition to the previous restriction to 2nd level spells or lower, they were also penalized when on non-Prime planes based on the distance to their patron's home plane (-1 level per plane in between - so a priest of Zeus adventuring in the Abyss would have -3 levels because of Ysgard, Limbo, and Pandemonium). These restrictions were abolished in 3e, and have been kept abolished in 5e, because they're no fun.
I would however restrict spells that required actual planar communication/travel in the Phlogiston. No summoning, no teleport, no commune.
As for divine magic, both 3e and 5e have embraced the idea that divine casters get to cast their spells even on other planes. In AD&D, priests had a number of restrictions when it came to planar travel - in addition to the previous restriction to 2nd level spells or lower, they were also penalized when on non-Prime planes based on the distance to their patron's home plane (-1 level per plane in between - so a priest of Zeus adventuring in the Abyss would have -3 levels because of Ysgard, Limbo, and Pandemonium). These restrictions were abolished in 3e, and have been kept abolished in 5e, because they're no fun.
I would however restrict spells that required actual planar communication/travel in the Phlogiston. No summoning, no teleport, no commune.