Ships are probably the most interesting and exciting aspect of a Spelljammer campaign. Otherwise, it doesn't really add anything new to the game. In fact, it barely changes any setting that can be imposed with interplanetary travel and themes. Just a different way to travel, really.
But as with most games where ships and travel are a major feature, Spelljammer campaigns tend to suffer the same pitfalls as a scifi game, or even a mundane nautical-based one. Specifically, how do you get each individual player an active role when there are only a limited number of actions to take aboard a single vehicle? Ship battles sound like fun, if everyone had their own ship to control. But there is usually only one person at the helm and one pilot to drive it. Everybody else takes secondary (or tertiary) roles either assisting someone else in their primary roles, damage control, or operating a single artillery weapon. That is at least until a boarding action is executed and then it turns into a regular D&D skirmish where normal battlefield roles are resumed.
I'd say give Starfinder a look to see how its handled (its pretty good, but not great). But that leans more towards scifi with actual tech involved, something Spelljammer doesn't include. So a lot of systems and roles, like science officer and sensor operations wouldn't quite work.