hulll is .1MCr / dton. a 10k dton ship hull, alone, is 1000MCr. at tech 15 j4 drives would cost 2000MCr and the associated pp4 would be 1500MCr. a model 9 is only, what, 100MCr? hull and engineering are definitely the major expense, weapons are secondary, everything else is almost an afterthought.
A warship is likely going to have armor which is going to be expensive. Using your example of TL 15 10000 tons, equipping it to armor 10 is going to cost 1100 tons and 1430 MCr. A tanker won't have that, if nothing else due to the fuel tankage loss (except for the special stellar fueling type I mentioned before, which is modeled on the Sirius tanker from Imperium).
Hull cost is not as much as you portray, most builders will look to the close structure for partial streamlining for gas giants and flattened spheres for full streamlining, 40% and 20% off respectively.
The reason to pay full price or a 20% premium depends on whether you are up against a heavily meson-gun deployed fleet. Even then, a dispersed structure hull is an option against such if they do not have a significant PA capability- 50% off hull price, but foregoing armor or refueling. I would tend to only use those for carriers in reserve.
A model/9 computer with fiber option is 200 MCr. A large enough craft should have two or more, 10000 tons in a heavy ship environment isn't going to last long enough for a full set of two, perhaps a model/5 backup, call it 268 MCr.
A set of ND and MS costs 70-110 MCr a set, backup priority would depend again on an opposition's doctrine/ship design of relying on nukes or mesons, so yes that part is smaller.
Weapons can be cheap or expensive depending on how far one goes with meson weaponry. A basic package of a baby 1000-ton meson spinal, 7 bays and 20 turrets would seem to be right for our example ship, figuring a mix of 3 PA, 3 missile and 1 repulsor plus miscellany brings our weaponry cost to the 550ish MCr range.
However the real cost of weapons is power.
A power plant 4 on a 10000 ton hull generates 400 EP- not even enough to fire up the spinal weapon. You are looking at a power plant 12 to fire everything without agility, plus fuel.
That is a mite more engineering then Mr. Tanker needs. Fortunately TL 15 miniaturization is easy on the costs and tonnage, 800 tons and 2400 MCr. Lower TLs are much more brutal and costly to get the requisite power.
Power plant total should be looked at in the light of combat agility trading off against power plant/maneuver costs vs. armor.
Likely cannot do both maximum AND have J-4 capacity, so it's not like all the extras I am outlining would be in the same hull, but there will be costs higher then just base engineering plus fiddly costs in weaponry as you characterize the problem set.
You are also skipping over the options I outlined re: cost-effective use of tankers, as opposed to some arbitrary requirement that they are used constantly for every jump to fuel the fleet.
Clearly with TCS most fleets that are designed appropriately should be able to refuel in less then a day and even under combat (hence the High Guard name) organically without need of a specialized force or ship.
But with judicious use of drop tanks/fleet bases and/or fuel dumps, you can enable main fleet moves outside of the risks of normal refueling spots. Avoiding detection, risk of interception during refueling and/or moving through otherwise barren systems can pay off with critical damage to the enemy, possibly win the war.
Worth it, if conditions are right.
Hence, a decision, not an absolute, even with budget limits.