Interesting. I note that the Construction Ships are capable of being shifted around by the freighter and military jump ships.
Some questionable designs:
I don't get the idea of putting magazines on the escort ships. Unlike in Starfire, carrier hulls are no more expensive than regular hulls.
The survey cruisers are interesting, but I question their cost effectiveness. A survey cruiser spends a lot of time moving around. The higher their speed, the more efficient they are. And the jump engine is a lot of mass to be moving around all the time. Uses a lot of fuel, too.
As for the Construction ships, that is a class that doesn't need a lot of engines. They move so rarely, and for such short distances (relatively) speaking, that you save a bit by lower costs and getting them into service sooner.
A bit of analysis regarding ship sizes:
I find that early on I want at least 3 jump capable ships for survey work, and at least 2 for commercial, and minimum 1 for military. But it would take a long time before I needed twice that number of jump capable ships.
As fleets get larger, making the fleet strategically mobile costs a smaller fraction of the total. So if you decide that approximately 1/10 of your fleet costs will be Jump Ships, what happens when you double the size of your fleet? Doubling the number of Jump Ships will not appreciably increase your strategic maneuverability, but you can afford to have larger jump ships, and therefore larger ships in general.
So I would generally aim for three size classes:
The first would be set by the size of an efficient survey ship. Scouts, couriers, and the smallest escorts would be sized for that. As I usually only need one troop transport early on, I could have one small troop transport sized to hitch along with the survey fleets. But that would be a tight fit.
The second size would be set by the minimum sized efficient commercial ships, freighters and colony ships. There is an efficiency to having lots of ships in that class, in being able to share or concentrate spares. I occasionally use Jump Ships as small jump gates, stationing them at the jump points instead of escorting convoys. To use that tactic you need a fair number of relatively cheap Jump Ships.
I need at least two Jump ships for commercial use because the demands of colonization and mineral exploitation generally go to different destinations. Three would be better in the fleet, allowing redundancy and the ability to pull them for repairs.
The third size would be set by whatever size the main Home Fleet ships end up being.
Another consideration to patrol ship sizes:
There is a balance between patrolling a lot of locations with minimal sized armed ships, or patrolling fewer locations with larger ships. With more and smaller ships, you can sometimes "win" by claiming the territory without a fight. When armed patrol ship catches unarmed survey ship and says, "This is our territory, your withdrawal will be a recognition by your government that it is our territory", it may not matter that any real warship would laugh at the patrol ship.
More likely, the patrol ship would have to park on the entry warp point and inform intruding ships in the system that they can only withdraw to report if they agree to certain terms.