If you design right, the BRs (and fighter compliment, if so desired) are the escorts.
Then what do you do if you need to withdraw? Either you sacrifice some of your riders/fighters behind or expose your (fewer) tenders to fire.
Still doesn't answer my question, which was how many BATTLESHIPS (BBs) can you bring to the dance?
Not arguing for battleships, arguing for smaller tenders

Battleships ALWAYS have a very significant cost disadvantage compared with ANY rider combination.
Prove to me this premise. I do not see how 32 ships can arrive between two Stdev unless it is a huge Stdev to begin with. The arrival window of separately jumping ships is the arrival window. It is the same window for 32 ships as it is for 4 ships, and as random as dice can be. Statistical probability will allow you to project, but not accurately enough to plan operations. 95% of your fleet arriving between +/- 2 standard deviations is a total spread of 4 standard deviations. This is a long time span, especially if you are the first ship to arrive. Further, this is no better than I get with 4 ships.
Four ships doesn't give enough of a sample, 32 does
And if all 8 go to separate destinations carrying anything but the BR, they are leaving their main gun behind. Yes, my group goes to one point. I arrive with at least some firepower beyond fighters if I carry anything but a straight load. You do not.
Let's go further, I load half of the BRs and mix the rest. To get the same tonnage to the target all 8 of your jump shuttles have to come to the same place, and you have that dispersed arrival problem again.
Ahhh, but I don't have to go to eight separate destinations, I can go to one if I like, or two or three... The key here is that the eight separate rider/tenders have far greater strategic flexibility than the single eight rider/tender.
Also its important to look beyond a single squadron or even combat deployments. In reality no major navy will build a fleet consisting solely of riders or solely of ships.
Lets look at two theoretical states.
State One
world 1 - Industrial, 20 Billion pop at tech level 13 with A starport
world 2 - 5 Billion pop at tech level 12 with A starport
World 3 - 5 Billion pop at tech level 12 with B starport
Misc worlds - 1 Billion pop at tech level 11 with C starport
This represents a multiworld pocket empire who's influence would be felt sector wide
State Two
Single world - Rich, 800 Million pop at tech level 13
This represents a powerful minor world who's influence would be felt subsector wide.
Now each world spends 3% of its GDP on its military budget, 60% goes to the navy. Of that it spends 40% on capital ships, one quarter of which goes on battleships. This leaves 30% for riders.
Each state projects six rider J4 fleets.
Fleet One to Three
Armour 11, Agility 6 carrying a P meson using single, four and eight rider tenders
Fleet Four to Siz
Armour 4, Agility 5 carrying a P meson using single, four and eight rider tenders
These fleets are backed by a force of J4 battleships with stats matching fleet four to six (because you can't build one matching fleet one to three).
State One has 56.776 battleships and State Two has 1.742 (in reality state two isn't going to build them)
Now to the riders...
Fleet One (high end single rider per tender)
State One - 413.506 riders, State Two - 14.148 riders
Fleet Two (high end four riders per tender)
State One - 415.244 riders, State Two - 13.806 riders
Fleet Three (high end eight riders per tender)
State One - 415.077 riders, State Two - 13.264 riders
Fleet Four (low end single rider per tender)
State One - 702.816 riders, State Two - 24.224 riders
Fleet Five (low end four riders per tender)
State One - 709.563 riders, State Two - 24.035 riders
Fleet Six (low end eight riders per tender)
State One - 710.033 riders, State Two - 23.487 riders
Any way you cut it, the multirider tenders don't have significant enough cost advantage to overcome their lower strategic flexibility. At the high end the advantage is 0.5% at the low end its 1%.