I had the Red Eagle in cowes with the wind on her beam with all controls set to 0, with the wind as hard as it can blow away from the berth and she just sat there doing nothing didn't even move, again while entering cowes under way she was not moving across the surface of the water except for ahead, with the wind blowing on her beam, so I wouldn't say that ships are blown off course in the game they just go ahead and astern through the water, if that was anything remotely resembling a real life situation she would be half way up the Medina river.
It's what ship handling (driving a ship) is all about, using the elements to your advantage and battling against them to carry out a bething or a voyage, look at any of the flight sims if you have cross winds or anything your plane is blown off course and rocked about, here with shipsim yes you have waves but they just go up and down, very beautifully may I add but they have no real effect on the progress of your ship through the water niether does the wind and there are no tides in the game anyway so I won't even go there.
By different handling I mean the way in which you actually control each vessel, even two sisterships will have different handling charicteristics one may be easier to control than the other, but in this context I'm talking about a wide range of ships within the game they all react to whatever steering/propulsion input you put in they just carry out them inputs at different speeds, which explains the bigger turning circle/stopping distances with the Titanic but my point is the PoR would be far more manouverable in real life than she is in the game and I dare say the Titanic would be far less, there isn't enough difference between each ship or ship type at the moment hopefully this can be rectified, but getting back to the Red Eagle which is what this topic is all about, her controls are totally wrong therefore in the game she will never handle or control anywhere near to how she would in the real world.
So the difference I would like to see is at least getting the controls to do what they are supposed to do and have a slight bit of realism in the game.