Here are two ships built under High Guard - they are both 10kton jump-3 freighters, and one is built at TL12 and one at TL15. I've bolded the two important numbers.

Ship: Lugger-12
Class: Lugger-12
Type: Cargo Ship
Architect: Ian Whitchurch
Tech Level: 12

USP
AK-K53135A-070000-80009-0 MCr 5,537.493 10 KTons
Bat Bear            3     1   1   Crew: 75
Bat                    3     1   1   TL: 12

Cargo: 4,462 Crew Sections: 10 of 8 Fuel: 3,300 EP: 300 Agility: 1 Shipboard Security Detail: 10
Craft: 2 x 100T Type S scouts
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Backups: 1 x Model/5 Computer

Architects Fee: MCr 55.375   Cost in Quantity: MCr 4,429.995

Ship: Lugger-15
Class: Lugger-15
Type: Cargo Ship
Architect: Andrea Vallance
Tech Level: 15

USP
AK-K53135A-070000-90009-0 MCr 3,737.490 10 KTons
Bat Bear             3     1   1   Crew: 69
Bat                  3     1   1   TL: 15

Cargo: 5,067 Crew Sections: 10 of 7 Fuel: 3,300 EP: 300 Agility: 1 Shipboard Security Detail: 10
Craft: 2 x 100T Type S scouts
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Backups: 1 x Model/5 Computer

Architects Fee: MCr 37.375   Cost in Quantity: MCr 2,989.992

At tech 12, you pay MCr 4430 to move 4462 dtons three parsecs at a time - roughly MCr1 per dton of cargo capacity.

At tech 15, you pay MCr 2989 to move 5067 dtons three parsecs at a time - roughly MCr0.6 per dton of cargo capacity.

TL15 is therefore roughly 50% more efficient at moving cargo than TL12.

However, lets look at military starships - lets look at the minimum spend to shoehorn jump 3, 3G and 3 armor into a ship that mounts a type A Spinal PAW.

Ship: Cruiser-12
Class: Gumshoe
Type: Cruiser
Architect: Ian Whitchurch
Tech Level: 12

USP
AK-L5336F4-371100-87A09-0 MCr 29,169.171 29 KTons
Bat Bear             2     111 3   Crew: 268
Bat                  3     111 4   TL: 12

Cargo: 196 Fuel: 10,440 EP: 1,740 Agility: 3 Shipboard Security Detail: 29
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Backups: 2 x Model/6fib Computers

Architects Fee: MCr 291.692   Cost in Quantity: MCr 23,335.337

OK, call it roughly GCr23 at TL12.

This is a ship with the same specs at TL15 (and Im aware a very small investment in a better computer - which in HG presumably includes the sensor package - will make a much better warship).

Ship: Cruiser-15
Class: Gumshoe 15
Type: Cruiser
Architect: Ian Whitchurch
Tech Level: 15

USP
         AK-K5337F4-371100-97A09-0 MCr 13,010.600 17.5 KTons
Bat Bear             3     111 4   Crew: 176
Bat                  3     111 4   TL: 15

Cargo: 128 Fuel: 6,475 EP: 1,225 Agility: 3 Shipboard Security Detail: 18
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Backups: 2 x Model/6fib Computers

Architects Fee: MCr 130.106   Cost in Quantity: MCr 10,408.480

Call it roughly GCr10.5 at TL15.

At TL15, military ships of the same specs are at least twice as effective than at TL12.

Therefore, TL12 shipyards should build lower tech but good enough cargo ships, selling for enough Imperial Credits to buy the high-tech warships that TL15 shipyards will specialise in.

In the Spinward Marches, that means Glisten and Rhylanor would build most warships, while civilian craft are more likely to come from lower-tech worlds like Regina, or are exported from the Sword Worlds.