by Braffe
I think you'd be fine with most of the additional modules.
1) Rumors/Missions/Etc - No brainer, just adds cards.
2/3) Weapons/Mods - Just add more to the already available ones.
4) NPC Upgrades - Easy to do, just draw from bag and add, they work the same as your upgrades.
5) Ships - Work as any other ship.
6) Treasure Galleon - Just remember to add coin and move him when needed. Fought like any other NPC
7) Contraband - A bit more tricky. Easy to gain and sell, but remember the NPC rules regarding people with contraband on board.
8) Wind - Easy, Spin to Wind. And remember your extra/lesser movement, and storm damage.
9) Locations - I thought this would be too complicated, but I tried it, and it's really just 8 different location types that are available if you choose. I never really found myself going for them, but rather used them if they were handy at the time. Just use the reference card and it's pretty simple to implement.
10/11) Favors/Loyalty - I like them, favor negates some bad luck. Loyalty gives some good bonuses...if kept loyal. The rules for both are on the tracker boards so they're easy to implement.
As mentioned above, the included player reference sheets are more than enough to keep you familiar with game rules. The Universal Head summary PDF is 8 pages long! That's another whole rulebook right there. Not a fan of it.