Celebrim
Legend
Not that I have a useful suggestion on how to accomplish it, but one of my disgruntled reactions to all RPG seafaring rules I have thus far encountered is that they fail to seriously take wind into account. I don't mind it being abstracted and/or stylised somewhat, but I very much want it to be present and affecting decisions--as explicitly wind.
If you have an abstract combat/chase system, you need to keep track not necessarily of the exact angle of the wind and position of the boats relative to each other, but simply which ship holds the 'weather gage', and how that effects the relative chances of succeeding in various tasks. Not holding the weather gage makes you relatively advantaged when evading or fleeing, while holding it makes you relatively advantaged when attacking with cannon and attempting to gain an advantageous tactical position (like 'crossing the t'). Presumably there would be some system for exchanging the weather gage if the vessels are at close range or have lost sight of each other.
(If you want to bundle things like choppy seas into a broader "wind conditions" I can see that working, too.)
In addition to effecting cannon fire, it is also good to know how heavy seas effect life aboard the ship. In game terms, how are my skills, ability to cast spells, and to hit dice effected by a roiling ship or waves coming across the desk?