Put him in armor he's not proficient in.
In 5e you cannot cast spells while wearing armor you're not proficient in. So unless the sorcerer has dipped Fighter and is therefore proficient in all armor (one of the quirks of 5e), wearing armor he's not proficient in renders him unable to cast spells. Plus, the armor makes it more difficult for him to escape without the time to remove it. Make sure to keep him tied up at all times though. So when adventuring it pays to bring along some extra armor, just in case you encounter evil enemy spellcasters (or evil Druids in earlier editions, where Druids became unable to cast spells or Wild Shape when wearing metal armor).
Note that this will work only once, and a savvy DM will have his villains minor in Fighter while attening Evil Spellcaster School to get a workaround for this.
Usually, yes. Silence specifically prevents sound, not all vibration. (Remember that heat is a vibration as well - a complete lack of vibration would indicate absolute zero, and probably herald the end of times.) It prevents only those vibrations that occur in ranges that can be heard. This stops most vibration-based direct attack spells (sound lance) and some vibration-based area-effect attack spells (soundburst), specifically those with the [sonic] keyword. At the DM/GM's discretion, it could stop or weaken some attacks besides spells that are a form of vibrative force if the judge rules that they're primarily or entirely composed of sound waves, but this should probably be done only if the supporting description of that attack describes it as being sound or sonic.
Magic is oddly arbitrary at times, but in any world where feather fall exists, we should be prepared for magic to interact strangely with physics.
It should have no effect on spells or abilities that use any other vibration frequency, although it likely has incidental effects on how the characters experience those spells - for example, a silent earthquake or meteor swarm is likely a very surreal experience. It can still be felt, and objects (and structures!) can be seen falling and smashing, but none of it can be heard - this would be strange enough for us in the modern day, just watching earthquake footage on YouTube with the sound muted; having it actually occurring around you with all the volume of a sensory deprivation chamber has got to be mind-bending.
To directly answer your examples:
Could they still be damaged by an Earthquake (PHB) or similar spell like Wrack Earth (PHB2)?
Definitely. Spells specifically let you know if they use sound in their effect by way of the [sonic] keyword.
How about the Shockwave spell? (Sharn: City of Towers)
I don't have this one, but assuming the spell has no [sonic] keyword, definitely. (If it does, clearly, it should be prevented.)
What about waves dropping heavy objects (for instance a boulder into a pond)?
Only if the sound itself is enough to cause damage. The water displaced by the boulder retains all its momentum as it enters the silence spell - that will hit at full effect. (Generally, if something hit something else hard enough to produce damaging sound waves, the actual effect of the hit is probably enough to make the sound damage negligible. For something crashing to earth, if it hits hard enough that the sound itself could damage a human standing 100 feet, the explosive impact and clouds of debris are probably going to kill that human.
What about weapons that cause concussive force types of damage?
Besides ones like the sound lance spell or a thundering greatsword or a sonic pistol, these should be unaffected by a silence spell - except the part where the opponent can't hear the weapons being used, so it's less likely to send up alarms, especially if the silenced combatant is in melee so the shouts and cries of his enemies can't be heard.
Interesting! On a similar note, would the same types of rules/ ideas apply to a deafened character? (or does a character need to be able to hear in order to be damaged by sound/ sonic attacks)
This might require a bit more case-by-case evaluation, but generally, a deafened character is only protected against [sonic] effects if they are also [mind-affecting] and/or [language-dependent]. A sound lance or sonic rifle will rip a deaf person's body apart and he won't even know what's happening to him, since he can't hear the cacophonous roar of a discharged physical sonic weapon. But spells like command and suggestion will completely fail to affect him, because they require him to hear and understand the caster's spoken words. A deafened character is very difficult to sway through normal Diplomacy or Bluff as well as many forms of magical persuasion short of outright domination. Non-combat uses of magical persuasion might be able to be rendered as a written message, depending on the spell; likewise, I've personally ruled that a deaf character was affected by command because they'd spent a Linguistics choice to gain the ability to read lips, and the conditions were met for them to automatically do so without making a Perception check. (Had they been further away or the caster not directly facing the deaf character speaking his one-word command slowly, I'd have permitted the deaf character to choose to fail their Perception check - in fact, I'd done so twice already that fight before the bad guy figured out why his spells weren't taking hold.)
Best Answer
Control water is probably your best bet
Control water is a 4th level spell accessible to several classes. It allows you to "control any freestanding water inside an area you choose that is a cube up to 100 feet on a side", which should hopefully be large enough to contain the target ship. Note that you can't move the area you're affecting, so make sure the ship doesn't leave that area.
Control water gives you a number of options that you could use to slow or stop the ship's progress. Most directly, you can redirect the flow to halt the ship's forward progress. (You might need to argue with your DM over whether open ocean counts as "flowing water" for this option.) The best option, however, is probably "part water". If the ship is in a shallow body of water, you can drop it on the river bed or sea floor, which will definitely immobilize it. Otherwise, all you need to do is part the top 5 or 10 feet of water1, and the ship will be trapped in the shallow "pit" of water you've created. This way of trapping the ship has the considerable advantage over most other methods that it does not cause any damage to the ship. It creates an area from which the ship cannot escape, but with "soft" walls made of liquid water that will not damage the ship when it crashes into them.
If you are concerned that the boat is moving too quickly and will be able to use its momentum to escape the shallow pit, you can also start with the "flood" option, which in open water creates "a 20-foot tall wave that travels from one side of the area to the other and then crashes down". The ship in question is certainly larger than Huge (15 feet), so the wave won't carry the ship backwards. (Bonus: it also won't capsize the ship.) But a couple of 20 foot waves crashing against the bow is certainly going to slow the ship's forward progress. Once the ship is slowed, switch to parting the water on the next round to trap it.
The duration of control water is 10 minutes, which should be enough time for a quick smash-and-grab style of pirating. If you need longer than that, spend those 10 minutes disabling the ship's means of locomotion (sails, oars, crewmen, etc.) so that it will be unable to flee once the spell ends.
1 Note: The spell says to choose a cube, and the "part water" option doesn't directly allow you to control the depth of the trench. If you target a cube in the water large enough to contain the ship, parting the water will drop the ship to the bottom of that cube, likely causing significant damage from falling to the ship and everything on it. However, you can control the depth of the parting water indirectly by choosing a cube that is mostly above the water level and only extends 5 or 10 feet downward into the water. This will limit the depth of the trench, since the spell only affects the water inside the cube.