I mean that in both the first and second adventure booklets the are interludes with absurdly difficult combats that show up with swarms and combat in water and so forth that a non-optimized party of four could not realistically expect to survive.
You probably shouldn't speculate too much on play that you weren't actually a party to. We did in fact sail outside of the Shackles, yet in fact in doing so the adventures don't really give the GM any guidance on that or how it is to be handled. It's really not the GMs fault that we were forcing him to make up so much stuff, especially when your answer seems to be "just make up some stuff".
First of all, I think it's very much a disservice to players to assume that they don't want at least casual realism or at least something that plays a little bit like a famous pirate movie. One of the many problems with the adventure is that it has no sense at all of what a realistically sized crew of a pirate vessel or warship actually is, and it sort bakes in expectations that the players won't know, won't care, and will engage with the rules rather than the setting and that their engagement with the setting won't be informed by knowing something about how actual pirates behave.
So maybe what you say is applicable to someone whose only knowledge of pirates is "Pirates of the Carribean: Curse of the Black Pearl" but I've got like 8000 pages of reading on pirates and the great age of sail, and if something promises pirates then I expect pirates.
The crazy thing is that the setup of this whole thing is being supposedly abused by a cruel and vicious band of pirates that don't treat the crew fairly, and then arranging a mutiny against said pirate officers, and then the game hand waves the resulting contract into something that is grossly more unfair to the crew than the situation that they revolted against. Like the rules actually expect you to give smaller shares to the crew than the supposedly terrible officers you mutinied against, and they expect that you won't try to develop a pirate contract or a real rapport with that crew through roleplay.
None of the minigames really make sense and the cargo aboard the ships are worth so much vastly less than the ships that it's ridiculous to do anything but arrange prize crews to transport and sell the ships, and yet the rules don't expect you to do this even though that is the actual model by which you end up with your own ship.
Handwaving away the background action depends very heavily on assumptions that are readily violated. It's just a great idea for a game with some compelling NPCs and really novel potential escape scenario (sadly with too much of a railroad as written) that loses so much in the execution.
8,000 pages of reading. I see you have mentioned this before in other posts. You’re obviously very proud of it. There are plenty of us who have consumed the wide range of fiction, read up on the history and immersed ourselves in the genre beyond Disney. I never counted the pages though. We still enjoyed Skull and Shackles for what it was. It sounds like you’re looking for a campaign that maps to your precise idea of the age of sail and what you think a pirate campaign should look like though and anything that doesn’t fit that prickles like a burr. That has always been a painful way to approach published campaigns.
As I said, let’s be fair to Paizo (and I’m by no means a Paizo fanboy) they were very up front about what Skull and Shackles was… it was Pathfinder in a pirate setting. Not a pirate simulation game. The books are really explicit about why they made certain choices. Not least the assumed absence of cannons which kind of invalidates a lot of the age of sail assumptions. There are conventions about treasure shares, hirelings, sailing and the reality of combat in Pathfinder that just don’t work in a 1-15 campaign. Even the act of chasing ships and raiding villages is a side hustle not the main event of the book. Part of the campaign but not repetitively. Instead the campaign is built around other more interesting aspects. After all in three seasons of Black Sails how much screen time was taken up by piracy against merchant vessels? 30 minutes? An hour?
The balance between verisimilitude and playability at the table, selling ships as prizes, sharing plunder with hirelings and much more are all detailed in the books. The random encounters in chapter 2 make it clear that you are expected to range outside of the shackles themselves - particularly events 7, 8 and 9. It specifically references heading out to the Fever Sea and even lists some of the specific areas you might range at this early point - the coasts of Mwangi and Sargava and which ports are too big a mouthful. I mean the book is called Raiders of the Fever Sea right? As I said I think you do the campaign a disservice suggesting these things aren’t addressed. Though it’s totally fine not liking the suggestions.
Difficulty, that’s a trickier one. I ran it for three players and they coped fine but they were very experienced players that were expecting a certain amount of water combat (piercing weapons and could all swim well etc) and of course different groups will fare differently. If you entered riptide cove at high tide, after a few other encounters instead of going in fresh across rocks and relatively shallow water then I can see that being pretty damn tough. I don’t get the issue with swarms though, by that point you’re at least level 3 a CR 3 swarm should be a relatively easy challenge. Either way, a DM needs to judge difficulty and signpost / pace the game accordingly. One groups impossible is another groups easy.
All that said though. I find that when an AP doesn’t match your expectations the solution is one of four things.
- Change the AP
- Change your expectations
- Be unhappy
- Don’t play
There is a ton of advice out there for folks with your concerns with suggestions for adaptions. If you’re not the DM though then you don’t have much say on that. It sounds like you’ve opted for the third or fourth options. Which is a shame because time and time again I see Skull and Shackles recommended as great fun not just by myself. Just maybe not the fun you’re looking for.
Perhaps give Razor Coast a go? I don’t think it will be the perfect campaign or system you’re looking for but again we had a lot of fun with it. Particularly the more simulationist approach taken in Fire as She Bears - the author of which seems to have similar passions and feelings to yourself.
Or one better, write your own. If it’s as good or better than Skull and Shackles I’d definitely buy it!