The game Pirates of the Spanish Main was a casual fleet-battle (naval ships) that effectively had "move and shoot" as its base rule (it was tied to an "upgrade", but one that every single combat ship would have in every game because of course you would).
It was faster, it was deadlier, and it made the game feel much less strategic.
I don't think that fits with Armada's design (or appeal for most people) at all. The current setup certainly felt weird to me, personally, because of my experience with Pirates, but after a few games it became pretty obvious why it works how it does in Armada.
Positioning is vital. Timing is vital. Planning is vital. The ways that navigation, speed, and shooting work all contribute to the general feeling of mass and momentum that Armada captures well.
For all of its faults, I did enjoy Pirates.
I still have all of the punch cards somewhere.
I loved the game, and grabbed up boatloads of it during college.
I still remember our "screw it, let's use hundreds of points worth of ships (when the default was... 40?) in one massive battle that fills the entire livingroom of one of our apartments" engagements very fondly.
I still have all of mine stored away in the garage, like so many other miniatures and collectible games I've gotten deeply into in the past.
I think the only game that I've actually gotten rid of was the Star Wars Miniatures Starship Battles from WotC. And that was only because that game was absolutely and completely garbage.