Seventh Sea! It's swashbuckling adventure set in a fantasy version of roughly 17th century Europe, with a particular focus on the piratical. Second edition is a bit weird rules wise (it's based around rolling a dice pool and making sets which total ten or more) and leans quite strong into PCs succeeding but is solid. Although if you intend to be a swashbuckling hero it's probably best to learn to actually use your sword, and training from a proper school costs as much as full proficiency in your nation's sorcery.

On that note, the way the game deals with nationality might be a deal breaker, as it not only determines what kind of sorcery you can potentially have but gives a stat bonus (+1 to one of two). Sorcery is also completely separated and based on nationality, if you want teleporting powers you go Montaigne and buy ranks in Porte and your powers resolve around portals. This mostly serves to create strong archetyping (1e apparently also charged more for foreign swordsmanship schools), but I don't think anything would break if restrictions are loosened slightly.

On the other hand, pirates!