@Pvt.Ryan:
Okay I decided that this rule would be bad if you could only refuel at naval bases so yes transports can load resources but only at bases. Still Just for the sake of argument whats the range of those ships. Just label it as shot, medium, or long.
Here’s the thing: speed, efficiency and range are 3 different things, but on this game-scale it’s hard to represent all three.  Example: DD’s were fast (usually the fastest ships in a given fleet) and used way less fuel, but because they were small, had smaller ranges.  Often in the field, DD’s needed to be refueled by BB’s, not because they were inefficient, but because their smaller fuel-carrying capacity limited their range.  If it’s an issue of speed by itself, I’d probably make all the ships that were closer to 30 knots have a 3-space “speed” and those closer to 20 knots have a 2-space “speed.”  What we then find is that all of the BC’s and new BB’s (i.e., post Washington Treaty, i.e. 1930 on because the treaty imposed a BB-building “holiday”) would be 3-space ships.  All old BB’s would be 2-space ships.  That makes it pretty simple.
For non-capital ships, it would also be fairly straightforward: CV’s, CVL’s, CA’s, CL’s, and DD’s would be 3-space “fast” ships.
The 2-space “slow” ships would be all subs, transports, CVE’s
If destroyer-escorts are included, they are about halfway in between, and could go either way.  I say, make them cheaper but slower and that would give them a reason for existing.  (In the real world, DE’s tended to be around 25-knot ships, because they only needed to keep up with slow convoys, so cost-savings were made on their machinery.)
That system, based just on speed alone, would be relatively straightforward and easy to remember on this scale.  If we take actual “range” per se into account, however, we open up a whole new world of complexities.  I could rattle off the approximate listed speed (give or take a couple of knots) of nearly every class of ship from WW2, but I couldn’t begin to give you range stats off the top of my head.
If you throw efficiency into it, that adds yet another whole new level of complexity.  More or less efficient than what?  These are the logistic nightmares that kept poor old Admiral Ghormley (and his entire staff, holed up in that dimly lit transport in the harbor of his “home port” in New Caledonia) up at night.
However, since the newer BB’s were apparently much more efficient than the older "“gas guzzlers” of Battleship Row, you could just go with “speed” as your determiner, since the newer, faster BB’s were apparently also the more efficient ones… it’d be much simpler than trying to figure out, say, exactly how much fuel each ship needs for a given amount of time and then figuring how to get it to them…  You would also probably find that you’d be building vast fleets of support ships.  Take a look at the order of battle of the 3rd or 5th Fleet late in the war, and if its a complete one, including support ships, and you’ll find an enormous pyramidal structure of support ships under-lying the rather limited list of actual combat ships at “the tip of the spear.”  I don’t think most A&A players are going to want to have to spend the time, IPC’s, and mental exertion necessary to build and manage this entire support structure.  Given the game-scale of A&A, most players want to concentrate on that “spear-tip”, not spend too much time on the whole shaft behind that spear.