This is really cool! I'm a few books into the Aubry/Maturin novels by Patrick O'Brien (highly recommended! The movie Master & Commander is based on them). This should help to get a better feel for the ships and the battles!
I'm wondering if the game requires you to know all the sail names. That could be a big impediment to doing things in it! It certainly adds some difficulty in even reading those books.
I had two main questions to answer when making this. First, how does ship physics work anyway; second, what is an appropriate UI that feels like being an officer ordering a couple of hundred people around? I previously worked on a flight sim, where it's appropriate to move a joystick, or a mouse, and have the plane respond straight away. I think that would feel wrong here - it would make the ship feel like a toy.
A benefit of the technical language is that it helps convey the idea that the ship is a big, complicated machine, with all the parts worked by people. It's also fun to see the strange words. So I decided to lean in to technical language and verbal commands. I was starting to work with git, and thought about using a command-line UI for the game; but I went with something inspired by the menus and hotkeys of old roguelikes.