Hey, I know, how about a BTL/BRL combo? Like a 20,000 ton ship carrying half a dozen 2000 ton ships... If you're going to have fighters, you may as well have HEAVY fighters.
A fleet this small looks to me like it's a Task Force. TFs are sent out to do a certain job and come back. This particular TF looks to me like a raider, something sent into the enemy's rear to stir up trouble, blast merchies, tag supply lines, do some scouting for enemy strength, stuff like that. Then it comes back and reports its findings. This does not look like a force that sends part of itself off, this IS part of a force that has been sent off.
Having an ammunition ship implies to me that the warships themselves don't need very large ammo bins, giving a little more room for other stuff. I'd still put a missile launcher on the ammo ship so it could fight if it needed to.
Having a fuel ship implies that you don't need to have spare jump fuel. No need for double-max-jumps. This allows us to put in stuff we might not otherwise carry. I'd get a second fuel ship, as an extra safety margin. Allows faster refuels of the TF, and allows you to risk only HALF your assets at a time on a refueling operation. SDBs love hiding in GGs, waiting for tankers.
All ships MUST have a high common jump factor. Well, excepting the fighters and BRLs.

J4 is the generally accepted minimum standard. What YOU have depends on the enemy. If it's some one who has only J3 (or less) as standard, then J4 is fine. If they have J4 as standard, then you want J5. Beat them by at least 1, but give yourself at least 4 so you can cause trouble faster than they can respond to it, and you can get out of trouble faster than it can catch up to you.
Assuming my Cruisers are in the 20,000-50,000 ton range, I want my Destroyers in the 2000-5000 ton range, and will want a few scouts in the 200-500 ton range. These scouts should have high G, like 5 or more. I am expecting them to be taking the lead, looking for enemies, and then getting away from them asap. We can send a fighter out ahead to do scouting too, and let the scouts run silent nearby. Let them pick up what the fighter is illuminating. Scouts should be as stealthy as possible. Give them good jammers so they can stay out of harms way, and so they can screw up the enemy sensors once contact is made. Scouts will be armed with anti-laser and anti-missile defenses, to protect themselves and to aid in TF defense.
Destroyer-sized craft should have about half their weapons-load as missile launchers. The remainder will be lasers and anti-missile/laser defense (like sand, dampers, anti-missile lasers). They should be moderately armored and moderately maneuverable.
The Cruisers should have 2 meson guns and a PAWS as spinal mounts. The PAWS can ping at long range, and if they close with the enemy, they've got a lot of firepower to call up. Standard defenses plus a meson screen. Maneuver only needs to be about 3G.
Finally, the carrier will have 24-36 fighters and a bunch of drones, like 100 or so. Some of these drones are to be used as sensor platforms; send them forward ahead of the scouts and fighters to look for stuff, and draw it out. Others will be for combat, basically like unmanned fighters. Much cheaper to lose 30 drones than to lose 30 fighters.
So in total, the TF I'm looking at is:
3 CH (1 PAW, two Meson)
4 Colliers (2 Tanker, 1 Ammo, 1 Repair)
1 BTL, 6 BRL
8 DD
4 Scout
1 CVE w/ 24-36 fighters and 100+ drones
1 Wily, crafty, crazy SOB to Admiral the whole thing.
If available, I'd want another CVE and more DDs, and perhaps another CH or even a BC if the mission was important enough or the enemy likely to be strong. But this TF isn't looking to go toe to toe with anything big.
SOP: Pop in, do some sensing. Assuming we see nothing dangerous, pop out some drones and send the scouts out with em to expand our sphere of control. Assuming there's still no problem, identify possible targets, and then assign forces to take them out. Most times, fighters and riders will not need to be launched, but if the enemy is a little bigger than expected, well, it's nice to have those extra forces, eh?
Go perform the raid. During refueling, we are definitely going to need those extra non-jump ships to help out with high guard and low guard.