Carpenters, Shipwrights, and Spellcasters
Carpenters:
Per Gos: this is a Bosun only job, and bosuns are a combination of both Carpenter and Athletics training, and a high Strength, which both use (at lest for ship repairs, Carpenter uses Strength). DC is 15, so training and a Strength of 1 makes for one success every other day at 1st level, more often as Strength and level go up. 1d6+crew quality, so it's an already Aided/Helped job. The good news: one success repairs each component.
However, on the New Markets, the Bosun is also:
Shipwrights:
Shipwrights ARE carpenters already, so this is a replacement for the above, not something that can be done in tandem. Not even if the Shipwright is other than the Bosun. Damage repairs is 5X prof bonus per day, which is much faster, but it only to the Hull, no other components. Still, at speeds this provides, waiting a day or so to do Bosun based repairs on other components might be a good choice. Or do the broader repairs first and finish the hull after, depending on damage status of the various components.
And Spellcasters:
Two main spells apply here, although if more are found, I'll add them:
Mending:
This too is is a single component repair, but it can NOT use repair materials. Major fire damage, Disintegration, multiple rams, etc, make this spell of limited use, but non critical weapon (even heavy weapon) damage or a single ram should fall within it's abilities. Ships are given stats like Critters (ie: they seem to be considered Constructs) so I'm using the repairs numbers form Tasha's for Artificer's and their mechanical pets2d6 per casting. Still, the sheer size of a ship means it's unlikely any real damage amount will fit within the 1' radius, so it's going to take moving around and multiple castings (at 10 rounds/1 minute) per casting. Also, some of the damage will be too far under the water line. Brawling through the bilge will help with most of that, as will swimming. However, please check elsewhere for Cast Spells Underwater. I believe it's a post in this thread, above.
Fabricate:
This spell gets tricky, but can do good work fast...and works when repair materials are needed, assuming they are available (even in an unrefined state). The one big limit is that the caster needs training in the tool prof being used. Generally Carpentry but Weaving will be necessary for rigging/sail repairs.
The area of effect for this spell is broader than Mending, and flexible, but it is unlikely to cover more than one component at a time, although there may be sufficient left over area for some hull repairs when doing other components. Repairs to a component other than the Hull will likely be complete, as the whole component will likely fit within the spell AoE. Hull repairs will likely be based on a rough percentage of the Hull that fits in the AoE. Eight 5x5 squares rather than one at 10x10, most likely. This can still be a lot of spells.
It's better saved for emergency Component repairs, or to supplement the Carpenters/Shipwright.
Ships' Components:
Every ship WILL have a Hull, should have a Helm, and at least one, possibly two, motive systems: Oars and or Sails. Each weapon, if any, is also considered a separate component. If the weapon is NOT wooden, it will need be repaired separately by someone with the appropriate tool training.
Materials needed:
Hull and most components will need wood. Hardwood, not soft.
Sails will need cotton/canvas
Rigging will need Rope/Hemp of silk, but hemp is a LOT cheaper and actually possible to forage.