A longship "T boning" another in the gunwales would be the only "maneuver" possible that might turn ship to ship action into something interesting. The northern version of "ramming speed". But it would be bad for the ramming ship as well. Caulking would be required at the earliest possible time, at the very least.
Movement of the boats is required. I would make that a matter of crew quality and basic comparison of boat type and condition. All things being equal, maneuverability is all about crew quality/experience.
You could use small scale boats (or paper top views) until the contact comes, then shift to deck plans or some of Dervel's very cool models (or something less as a substitute :))
Wind direction is always a factor to consider. Any ship upwind is going to possess speed advantages, which play directly into maneuvering options.
This could be a specific case for using maneuvering cards, a la "Broadsides and Boarding Parties" as an approach (without the cannon, of course, unless this is fantasy, then anything goes). But that approach dispenses with wind direction considerations.
Using a maneuvering template to pay for direction changes is an option.
I've played around with designing ship combat with oar and sail, but that was many years ago. It never got beyond the first playtest stage….