LordCancer
You missed the whole point then. Granted the parts of the game you mentioned are not as refined as it could have been, but doing so would add almost nothing to gameplay. The point is to put puzzle games into an engaging social context, where anyone can contribute to their teams success irregardless of skill level (unless you completely are unable to deal with even the simplest of puzzles). To simplify, it caters almost entirely to the casual crowd.
Also, your example would apply to the majority of games. List of games with no physical rewards: all single player games, multiplayer non-sports games (unless you're a trained sportsman) (arguably physical sports games gives you a workout, so I'm not including it in this list), most MMOs (unless there's a point to cash scheme which is quite rare, or you break user agreements regarding selling of ingame items), board games, table-top RPGs, non-collectable card games, etc.
What games provide instead is a psychological reward, usually that of achievement, stress relief, fantasy enactmant, relaxation, social interaction, brain workout, and etc. In terms of puzzle pirates, it provides relaxation, social interaction, and brain workout, which clashes with the rewards most "hardcore" gamers look for: achievement, stress relief, fantasy enactment.