For all we know, there are different classes of Capital Ship Drives for Carriers. Frontier have said 500Ly jumps but that could be for a Class A drive, with cheaper options (Class B, C etc) with reduced jump ranges to make Carriers more affordable for the masses.
How about
multiple modules?
Consider that if a Carrier
can be engineered, the modules
might need to be able to fit into regular ships so we can take them to an engineer.
In that case, maybe your Carrier has slots for up to, say, 6 FSDs.
When you buy a Carrier it comes with 1x 6E FSD but if you want a 500Ly jump-range, you're going to need to buy, engineer and fit 6x 7A FSDs.
And then there's the PPs, PDists, Sensors, Life-Support etc......
All pure speculation, of course, but FDev
could be opening the door to a lot of mat' scavving and engineering.
Heck, there could be different sized tanks, 20T for 6M CR, 40T for 12M CR etc.
But yeah, I'm sure (I hope) Frontier won't let Carriers go jump-crazy....otherwise Distant Worlds III could be interesting and over very quickly for those who want to rush to the final waypoint.
Thing with fuel is that if we can mine it in a regular ship we have to be able to
store it aboard a regular ship as well... and if we can do
that we can, theoretically, store up to 794t of it aboard a suitably-equipped Cutter.
Course, FDev could apply some arbitrary limitation on the amount of Carrier fuel we can stockpile ("It reaches critical mass if you store more than, erm, 50t of it together") or, perhaps, use the Support Ships to limit how much we can stockpile ("it's radioactive and must be transferred to a Supply Ship immediately or it'll damage and destroy any ship it remains aboard").
Ultimately, though, if Carrier fuel is abundant, mining it won't be a huge hassle.
If, OTOH, it's like mining VO's
and we need hundreds of tonnes of it to make a single jump, it's going to be a nightmare.