Played this with my wife recently. We have the new version of the game, and we played with all cut-throat rules, which improves the game IMO.
We decided that the dice roles were to random and chaotic, while we do understand why there needs to be variability and uncertainty.
We use this now, to give more probability of getting to where you want to go.
Roll 2d6 instead of the 1d12.
2 -3 or -4 movement
3 -2 or -3 movement
4 -1 movement
5 no modifier
6 no modifier
7 no modifier
8 no modifier
9 no modifier
10 +1 movement
11 +2 or +3 movement
12 +3 or +4 movement
This gives a 66.6% chance of staying the course with no extra movement ( doubling the 33.3% in orig. rules )
Rolling a 2,3, 11, or 12 gives you the option of which result you want.
We've also toyed with the idea of exhausting ( giving up ) a crewman to reroll the wind die.