WOW, you have a dm crazy enough to give pirates an airship?.......
Sorry that that is all I can contribute to this but from my point of view it had to be said. I will add that if your looking to use your sorcerer stuff to help fly the boat some good wind based spells would be best, and then some blasty stuff for while your pulling alongside your designated target =).
I would recommend checking any racial feats you may qualify for, just because most of them are pretty good, but your feats depend on what you want to accomplish with the character. If you can give us a desired combat/play style, we may be able to give more direct help and critique.
She is going to be a slyph, and I'm already taking cloud gazer at first. I have an 8 str and planned on spellcasting for attacks. Melee would be just to risky.
Not at this point. I mean, if you plan on using spellcasting as your primary form of damage dealing ability, you'll probably stick to ranged touch attacks as your main form of damage, which means you won't be getting much benefit out of the standard archery feats, since many of them only work with weapons.
Work on spell focus or spell specialization, pick up archery feats and try for a Sniper-like build, or consider just taking feats like Improved Initiative, Toughness, Great Fortitude, etc., to shore up your basic abilities.
If you go the Archery route, you could do some neat things, but if you're just gonna stick to spells, just select a few good touch spells, preferably ranged touch spells, and go from there.
Interestingly enough, if you take the trait that lets you lower the spell level of a single metamagic enhanced spell by 1, you could fire off shocking grasps at 30' if you take the Reach Spell metamagic. Other than that, I can't really think of much else.
Grease onto a ship deck esp an airship can be deadly. Warp wood....
Summoning a fire elemental inside a ship should do some real damage.
Im pretty sure black tentacles will ruin any control a crew will have over the ship. Etc etc. some good times.
All the good feats remain good in the air. Persistent spell is one of my favourites. Quicken spell on something like featherfall or levitate might just save your life. Etc.
Not at this point. I mean, if you plan on using spellcasting as your primary form of damage dealing ability, you'll probably stick to ranged touch attacks as your main form of damage, which means you won't be getting much benefit out of the standard archery feats, since many of them only work with weapons.
Ray spells are also good, since I believe you can use those for sneak attacks as a rogue.