Doesn't correlate.
A ship loses 1% of its crew for every point of damage suffered. In a lunar 1% of its crew is 950 crewmen whilst a vagabond has 1% at 180 crew. The lunar lose 5x the crew of the vagabond when it takes the same damage. In a larger ship you would (and historically did) take fewer casualties from the same number of hits. There is literally more ship between the crew and the impact. A small ship is far more vulnerable to enemy fire and its crew will die faster.
A larger ship will have more armour and take less hits, but it isn't enough of a difference.
So, what to do. You could go the laborious route and remove a set number of crewmen from each ship for every hit, like say 100. That means larger ships will survive longer because they have the crew to spare. Unfortunately you'd have to calculate what percentage of the crew had died after each round to see what affects the ship suffers. This would be more realistic but far too cumbersome.
A very simple method would be to have every point of damage done to an escort sized ship take of TWO points of crew population. It still doesn't match up but it's closer and means that escorts can be beaten through attrition. You could do a similar thing but make it multiples of 5. If you multiply 180 by 5 you get 900, 220 x 5 is 1100 and so on. That correlates the escort sized vessel casualties at a far closer approximation of the damage taken on the larger ships. That means that the average escort couldn't sustain more than 20 hits before it became a drifting tomb and would be suffering negative effects far before that.
Or you could go back to the X per hit concept and change the crew population table so that it worked slightly differently.
Say if a ship had its crew numbers listed to tell you what levels they suffered at:
Lunar Class
Crew: 95,000/ 75,000/ 45,000/ 25,000/ 10,000
Effect one happens when your crew drops to 75,000 and so on. That way you could tweak the numbers for different ships to represent automated repair systems etc kicking in to take over where the recently deceased plebs left off. Number tweaking would be done by upgrade components (more stuff to buy yay!) so that you could install an automat system and change the numbers to 95,000/55/35/15/5 so that damage takes even longer. On the flip side less developed ships would have a higher crew damage level (because they rely so much on manual labour when even a small amount of crew are gone things can't be done).
It does create a rather large crew line though. And you would have to keep track of the amount of crew lost in a single hit, nominally 100-500 depending on whatever is easiest. You could shorten it to 95,000/ 75/ 45/ 25/ 10 to save space.
Personally I think that it would reflect the circumstances far better and you'd actually have issues with larger ships because their crew compliment is so big.
Hellebore