Don't read Dragonlance in chronological order of date published if you get around to it. Skip to the good stuff like Margaret Weis and Tracy Hickman most notably in The Legend of Huma. If you have a good imagination it plays out in your head like you are virtually transported to world of Krynn as bystander of its happenings. Dark Sun always has the campaign setting foundation for Spelljammer game sessions I DM, its characters are demigods in other worlds due to alien world adaptation, psionics and technology. Spelljammer being the connection to Realmspace, Forgotten Realms, Dragonlance(Krynn) and other campaign settings.
Edit:// if you are creating an all-purpose character that ties in to every campaign setting a dual-class human cleric/mage, half-elf fighter/mage/cleric or cleric/mage of Ao(overgod, first god that is alien to all pantheons) is the best spacefarer in the D&D multiverse. In Spelljammer you need both cleric and mage abilities to operate the ship's helm controls and Spelljammer connects to all campaign settings. Should also have psionic abilities if the DM allows it in under the ruleset.
Example...
Class: Cleric/Mage
Domains: Animal(empowered summoning spells feat as cleric and mage), Magic(extra mage spells as cleric spells)
Deity: Ao
Str: 14
Dex: 12
Con: 12
Int: 18
Wis: 16
Cha: 10
Feats: Tower Shield proficiency(cross class), still spell(to cast arcane spells with shield without spell failure), weapon focus(sling, for ranged attacks while using shield)
Skills: Spellcraft, Craft Weapon(to craft slings and bullets), Lore(to identify magic robes and shields), Lockpicking(cross class, to access areas that are locked while invisible which allows you to circumvent more dangerous areas. Added benefit of unlocking chests with magic items that can't be brute forced open with weapon or spell damage)
Gear: Mage robes(preferably enchanted), Tower Shield(preferably enchanted), sling, sling bullets, healing potions, full plate armor(optional, can wear it in heavy combat situation just be mindful of its weight and encumbrance), Warhammer(for melee)
Spells: Monster Summoning of each level memorized multiple times with one healing spell of each level memorized(for use in combination with healing potions to restore HP), Invisibility spells to cast summoning spells unseen, True Seeing and equivalent spells to see invisible spellcasters that can't see you and see monsters appear that see them and attack instead.
Tactics: stay invisible as long as possible to summon and heal yourself unseen, let summoned creatures do the combat until you run out of summoning spells. Finish off surviving injured opponents with sling and shield at range last, if bullets run out switch to warhammer and shield. Sling becomes best ranged attack in combination with tower shield armor class(especially +1 and above enchanted) bonus versus archers. You can use sling in melee range with shield, craft bullets from rocks whenever possible or buy them from merchants in stores.
Other: Psionics(optional)