DISCLAIMER: If you don't like the idea of tracking fuel and all of those fiddly things then I understand and feel you have a valid point.
I have been using a system based on the Galaxy Map which has grid squares of 1500 Parsecs. I saw an article which placed the Falcon with it's .5 class hyperdrive doing about 828 Parsecs per hour. So that puts a class 1 Hyperdrive at 414 Parsecs per hour. this means that you cross one of the grid squares on the map every 3 1/2 hours roughly with a Class 1 Hyperdrive. I use this as the base for the Astrogation roll, and then adjust based on the outcome of the check.
I track fuel in Hours of Hyperdrive operation, and for the purposes of buying it one cell or unit of fuel gives 1 hour. Price for a cell is multiplied by Sil. In my campaign we use 5cr as the base cost for a Sil1 Fuel Cell, so a unit of fuel for a Sil4 ship is base 20 cr.
Capacity is trickier because I wanted something that makes sense for usage parameters for the vessel. Bigger ships are a bit slower and have longer consumable times. You may want to use something fitting for your campaign, but we used 1/8th of the ship's consumables for fuel capacity. So a ship with two months (8 weeks) for consumables has a fuel capacity of 1 week under Hyperdrive which equals 168 hours of fuel. 168 x 20 = 3,360 cr for a full fuel gauge.
Fighters with a week's worth of consumables end up with 21 hours of fuel if unmodified, and this gives good reason to have carriers or docking rings for bigger ships.
This adds tension to situations where the players are trying to get funds, and also makes the rolls for Astrogation and Negotiation for fuel purchases more impactful. Fuel usage under this method is a consideration all the time, so if you want a more fluid type of travel you can give the ship more fuel capacity and lower the base cost of fuel per unit.
Let me know if I've made any glaring errors and if you have a system you use for fuel as I'd love to hear how people use fuel for their starship operations.
Edited by Archlyte