Lanefan
Victoria Rules
Some careful curation and pruning of the spell lists would be in order, for sure.You can run a pirate-themed campaign in 5e, but it’s not a great fit without some serious adjustments. The rules are built for land-based, small-party adventures, so naval combat and ship management rules are underdeveloped. The few official rules for sailing (like those in Ghosts of Saltmarsh) are pretty bare bones from what i read, leaving most of the exciting ship-to-ship action up to the DM to invent.
5e default is high-magic which clashes with the gritty, swashbuckling style many pirate stories aim for. Spells like Control Weather and Water Breathing remove the tension of sea travel and storms, and by mid-levels, characters become so powerful that danger and desperation fade away. Also, classes are designed for epic fantasy heroes, not the rough, morally gray scoundrels who thrive in pirate tales.
Another option would be to run it as an E6 style game, where level advancement caps at a fairly low number after which you only pick up new abilities (feats etc.) at a slower pace.
There's all kinds of design space for magic related to the ships themselves - instead of spending the 10000 g.p. they just looted on carousing and rum, they could spend it on paying an enchanter to upgrade their ship somehow.Exploration and resource management are barely supported by the rules. Long voyages, supply shortages, and ship upkeep don’t have meaningful mechanics and some of that can be circumvented by magic. The economy is based on getting stuff that gives boost to personal power of character (aka the magic items) while in the same time, make money past certain point useless, so rewards for plunder, smuggling, or trading cargo are not there in meaningful way. Crew and morale systems are nonexistent, so running a ship with dozens of NPCs usually boils down to flavor text.
As for magic circumventing resource management, see above re spell pruning.

My argument has always been that the mechanical backing isn't required as long as everyone - including the DM - plays true to their characters. It's essential, however, that the table be open to CvC intrigue, backstabbing, and so forth now and then.Last, but not the least, 5e lacks mechanics for the intrigue, betrayal, and social maneuvering that define great pirate fiction. If you have group that can do all that by pure role play, great. If you have group that would like some mechanical backing, tough luck.