(Edited to fix spelling and grammar errors)
If you want to keep it as an actual boat (meaning not fly through the air), then there is a whole host of things that you can do. Many of them can be combined, resulting in a greater overall effect. Some are not directly locomotion, but would improve the efficiency of such.
For wind power lots of people will instantly think of CrAu, but totally miss out on the value of ReAu effects like Wind at the Back. Designing a spell based on this with a Base of 3 would direct all wind to come in from behind the ship, causing it to always be "running with the wind". Gather the Wind, which pulls all available wind into it, is another way to increase the efficiency of sails. These can be combined with CrAu effects nicely as a Re(Cr)Au effect (the Re effects have a higher base by 1) or two separate effects.
Adding Push of the Gentle Wave type effects in combination with wind ones is nice, especially if you do something like tie it to the direction of the rudder/steering oar. This would be far better at turning the ship, allowing it to have a tighter radius or even turn in place. Another effect of the same Arts that would be extremely useful is Break the Oncoming Wave, placed on the ships figurehead.
Magical Ballast (HP, p 68) is a very useful effect to add to any ship with a large cargo capacity. If you have ever done any load management for a ship or airplane you will know how critical this is. Another useful effect from that book is Man the Sails (p 70) which is only a level 20 effect if you do not need the Linked Triggers.
A MuHe version Rock of Viscid Clay is very useful for improving the hull of the ship. If you reduce the duration to diameter and give it unlimited uses a day in an enchanted item, it is level 20. With this you can mold all the individual boards and beams of the ship into one unit, making it smoother and way stronger. Effects that allow you to plate the exterior can improve this even further. If you are looking for a spell to give you an idea, Ink of Noblest Metal is the one we used. My group uses both of these effects in our enchanted shipyard, which allows the ships produced to perform much like modern fiberglass and metal hulled sailing ships. Our go to is a brass belly and quartz for the remainder of the exterior, though our flagship uses obsidian rather than quartz (coatings are a couple layers paint/about 1 mm). The hulls are one piece, far stronger, completely water proof, require no chalking/taring, and far less likely to develop hanger-ons (barnacles).
My groups flagship makes use of most of the effects listed above. Enchanted into a series of stones arranged in the ships helm are the ones required for directly controlling the ship. The include the Water Stone (Push of the Gentle Wave effect that stays inline with the ships rudder), the Wind Stone (CrAu effect that creates a wind), the Rigging Stone (ReHe effect that controls the ships rigging and canvas), the Anchor Stone (ReHe(Aq,Au) effect in which the ship resist all movement until the sails are raised or ships oars dipped into the water), and the Aegis Stone (ReHe(Te) effect that blocks 1 ship class weapon attack per round).
In addition to the above effects, its sails are also made from one piece (a variation of that MuHe version Rock of Viscid Clay) of laminated cloth, primarily a silked cotton with linen ribbing and hemp edging. They are enchanted with a ReAu effect to direct the wind into coming into them from the rear of the ship (combined Wind at Back and Gather the Wind effects). There is also a wave breaker effect on the ships figurehead which allows it to sail into rough seas with far less chance of damage or swamping.
There are of course lots of effects that have nothing to do with the ships movement that are very helpful to have. Producing fresh water, effects to produce light and warmth, ways to cook without actual fire, Eyes of the Eagle effects for lookouts, mapping effects, navigation aids, the list goes on and on.