It's funny that some people see some systems (or game engines if you like, thanks for that Pawsplay) as specific. Savage Worlds, for example, is billed as a pretty generic system. About the only specific thing about it is it is meant for high action. I wouldn't want to use SW for a deeply cerebral game, that's for sure.
But, considering that SW is not tied to any genre (other than perhaps action - which can be applied to pretty much any genre), it's funny that some would see it as genre specific.
Gaming story ahead. When I tried to run a naval adventure campaign using the 3e D&D system, I had all sorts of problems. It just doesn't work for me. Mostly for two reasons. First, D&D combat is centered around the idividual and ship combat contains fairly large groups. But not large enough for large scale army combat rules. We're talking platoon sized conflicts where the crews of each ship is around 30-50. d20 mechanics suck for this because it's very difficult to extrapolate from the strongly tied individual combat rules to a group combat.
The second issue I had was the magic system. It was just so incredibly overpowering that it wasn't fun. A lyre of building makes your ship invulnerable to damage for an hour (longer with chances of mishap). An extended wand of fireballs has a range of almost half a mile. Gack. It became a game of dueling ship mages while everyone else sat around and watched.
Definitely not the system for what I wanted. And I tried. Two years of tinkering and house rules, six or seven naval combat 3rd party books - I gave it my best but it didn't work for me.
So, if I try to do this same campaign again, I'll definitely be moving over to Savage Worlds. It fits much better with what I want.