Well, nearly all designs I've seen have sufficient cargo space to store more fuel, and may also benefit from an existing logistics train.
Also, one could assume that engines inherently include enough fuel for a few days of operations. I've always assumed that having the jump core sort of bends spacetime to make exhaust exhibit FLT properties to cause the thrust ratings we see. Ah, nevermind.
Guess I just like logistics. ^^
Do we still have things like non-jump-capable ships?
By 'non-jump-capable', if you mean warships-with-no-core: No, no monitors, and I dont think we had them last time? Monitors are generally bad for the rules - their superpowerful in their home system, and superuseless otherwise, and if you say 'Warship Monitor' outloud three times, the Powers That Be close the thread. Also, we never see them in canon. :)
If you mean Droppers and ASF and Small Craft, yes, but remember they are all generic. If you mean Stations, yes, and you can design your own, but Im not sure they are what you mean by ships.
As regards logistics: I like them too! And depending on how far you want a ship to range, and how often you want it to use military power, I still encourage substantial fuel bunkerage. A long chase in system at high thrust is going to drink fuel like WATER by comparison to puttering around at 1G on your transit drive, and if your planning on doing that long chase as a commerce raider 3 or 5 jumps deep in hostile space... better safe.
Cargo similarly. If you build a no-cargo ship, your not going far, or if you are you are staying close to a collier or something that can serve as one based on its own cargo space, or youve got a life support string of JS and DS and the like feeding you - and those are vulnerabilities, too. The more self-sufficient a warship can be, the easier and more resilient ops planning is, and I intend to make this matter.
Now, that said, if the mission of the "Defender" class BB is that it never goes far from home and always travels with a massive fleet train, then feel free to give Defender a 1% Cargo Fraction and 1000 tons of fuel. Just understand that youve build a HUGE pile of guns and armor and then greatly limited its utility in the name of slightly more blam, as opposed to giving up some % of your mission load to have a ship that can deploy long distance long duration for whatever use.
Of course, Dropship Collars can stand in for Cargo, but that means your hanging Cargo Droppers off those collars (and not something else), and for right now, small droppers dont carry much cargo.