A couple of notes, suggestions, etc:
-CIWS will do very little to protect any ship that does not have any other layers of defense invested.
-From a logistical standpoint, I'd suggest running fighter-sized ships (500 tons). Might be tricky with how squadron jumps work, but you can still squadron jump using a ship larger than 500 tons at least.
-Your engine designs seem to be suffering from a strained fuel efficiency ratio. If i may suggest, try to push for at least 40% engine by weight, and it'll be easier to strike a good balance of speed and efficiency with multiplier adjustment beyond that.
-As these ships wouldn't (shouldn't) be firing on missiles, you could probably afford to make the active sensors smaller in exchange for a higher resolution to bring the range back up. Make sure you don't go much over 20 HS resolution if you want to hit smaller ships.
-The maint life is extremely long, assuming you don't have fighter maintenance spaces yet, you can save tonnage by simply removing it outright. In a this situation, with what the current fuel amount is, if the ship's been operating for more than 44 hours, you'd have bigger things to worry about than maintenance failures.
-Do note, that in current mechanics, jump drive capability is limited to the size of the ship that it's strapped to. For instance, that jumpship will only move 1,900 sized ships, at most. If you cannot make the jump engine any smaller, I'd advise padding the tonnage a bit with actual armor, bigger, more efficient engine, logistics (fuel for accompanying task groups, maintenance supplies, cryo bays for rescuing stranded and PoWs), and perhaps shielding since it's considered military anyway..