She's is going to be So. Much. Fun! I'm excited
I'm looking forward to see how she and [MENTION=6755061]Kiraya_TiDrekan[/MENTION]'s character interact!
In theory, you are not limited to how many Mixed Fortunes you take? Or is that included in the three. Just want to make sure I understand!
Yeah, mixed fortunes were meant to be included in the 3 limit. Mainly I put this limit to prevent it from getting out of hand or too much blurring of character niches. HOWEVER. If you want to break this limit (within reason) and it fits your character's story, I say go for it!
"The rules are more like guidelines, really..."

Doubly true in a pirate game!
Now, here is my current conundrum. I rolled pretty well 17, 17, 16, 12, 9, 8. I will post the IC link in my character sheet (it's hard to do on my iPad).
Nice stats! To be honest, I trust you guys. And even if someone were to cheat (pirates, savvy?), there will be some very fierce opposition and high stats are probably toward the low end of the barrel in terms of things that will save your hide.
First glance the highest numbers go to DEX and CHA. Lowest probably STR or possibly CON (from the curse). I need her to be able to have the Captain requirements and probably also the Sailing Master's too (navigation). Fighting with swords and guns, we were thinking two handed fighting. Also very acrobatic. Typical roguish swashbuckler.
Suggestions? I am especially wondering about the feats. I'm not really familiar with 5e at all yet.
Some feats that might fit your character concept...
Athlete: +1 Dex, standing from prone only takes 5 ft movement, climbing doesn't halve speed, only need 5 ft take off for a running jump
Crossbow Expert: re-skin to Firearms Expert; ignore loading, being next to enemy doesn't impose disadvantage on ranged attacks, when you Attack with a one-handed weapon you can use bonus action to attack with loaded firearm
Defensive Duelist: with finesse weapon, can use reaction to add proficiency bonus to AC against a melee attack
Lucky: gain 3 luck points, which you can spend to gain advantage or impose disadvantage, regain luck points after a long rest
Mobile: +10 speed, ignore difficult terrain when you Dash, when you make a melee attack against a creature you don't provoke opportunity attacks from that creature for the rest of the turn (hit or miss)
Skilled: gain proficiency in any combo of 3 skills or tools
Tough: HP increase to twice your level when you take this feat, and every level thereafter you gain +2 HP