One change that may need to be made to the 1E D6 game is fuel . An attempt was made in Galaxy Guide 6: Tramp Freighters (the 1E version only--fuel was removed from the 2E version of the supplement), but that track taken at that was what was perceived from the movies--that fuel wasn't much of an issue; that fuel amounted to high tech batteries; and the cost was not something that should be a big concern. In fact, in 2E, fuel is considered part of a ship's Consumables Rating (and that rating wasn't increased from the 1E versions).
The rules for fuel in the 1E GG6 really aren't that good, imo. They require too much bookkeeping for about zero gain. And, the fuel cost isn't something that a tramp freighter captain has to be worried about--it's not going to eat up his profits.
I think the 2E version has it spot on just considering fuel as part of a vessel's Consumables cost.
Now, with the new movies, fuel has become more prominent. It is the focus of a major story point in The Last Jedi. And, in Solo, Han and Kira try to escape from Corellia using
refined hyperfuel
as their bribe.
From the movie, Solo, that tube holds about 8 oz., I would say. I'm sure it's a metric number. But, what do we learn from that?
Three things:
1. Hyperfuel is considered very valuable. So, it is an issue for starship operators.
2. Small Quantity. That tube doesn't hold much. And, it is highly valuable. So, do ships require only a little amount of the stuff in order to operate?
3. An Imperial Credit seems to be worth much more than a US dollar or a UK pound. We see this with prices. Remember Han bargaining with Obiwan in A New Hope. Luke says that they could almost buy their own ship for the price Han asks for, and then Ben offers more--17,000 credits. In Solo, the refined hyperfuel is said to be worth 800 credits or more.