I have to say I am very hyped about getting this book. My copy is sitting in the game store now...I'll be picking it and Hero System 5th Edition up tomorrow afternoon, and reading it first. 
I think the idea of having Ship Construction rules is great...but when I thought about it, I realized that only rarely in d20 games would I expect the players to design their own ship. DM guidelines should be just fine -- as long as the example ships are nice and varied, of course!
I have to say, however, that deck plans would be a major plus, accurate or no. /Every/ game that involves a ship is going to revolve around where things are -- it's like running a dungeon crawl without a map (possible, I know, but come on!
). Of course, I'd rather see more/better rules than deck plans, since I can always use the deck plans from another book
or draw my own.
Lastly (this time around, anyway!), I applaud your decision to focus on historically accurate ships. IMO, both Seas of Blood and Seafarers Handbook had too many weird, fantastic ships and not enough "plain" ones. Of course, I'm assuming you accounted for the existence of 3E magic...guess I'll find out tomorrow!

I think the idea of having Ship Construction rules is great...but when I thought about it, I realized that only rarely in d20 games would I expect the players to design their own ship. DM guidelines should be just fine -- as long as the example ships are nice and varied, of course!
I have to say, however, that deck plans would be a major plus, accurate or no. /Every/ game that involves a ship is going to revolve around where things are -- it's like running a dungeon crawl without a map (possible, I know, but come on!


Lastly (this time around, anyway!), I applaud your decision to focus on historically accurate ships. IMO, both Seas of Blood and Seafarers Handbook had too many weird, fantastic ships and not enough "plain" ones. Of course, I'm assuming you accounted for the existence of 3E magic...guess I'll find out tomorrow!