The Dresden Files RPG is pretty rules-light when it comes to equipment, but a spacefaring game requires some stats. Let's see what we can do:
First thing, lets agree that a ship is a vehicle. A small ship should cost Resources 6, a large ship should be resources 7, and any special ship should be a characters aspect and have a history. Ships are assumed to have life support systems and artificial gravity.
Ships are piloted and navigated using the Pilot skill, which is the same thing as the Driving skill, but in space. All long range warships have Armor:4 hulls, some very few might have tougher hulls, but it's rare. Short range ships and freighters have Armor:2 hulls. Ships take consequences as characters do, and a taken out ship cannot support passengers.
Short range fighters have Weapon:2 guns, fired using the guns skill, and restricted by the Pilot's skill in Pilot. Longer range warships can have up to Weapon:4 cannons.
Magic can be used to augment ships in various ways. Most importantly:
Shields: A Ward laid on a ship. Long term wards need special conditions to allow passengers on and off ship, whereas temporary wards intentionally don't.
Weapons: An enchanter can create enchanted cannons for the ship using the normal enchanted items rules. Note that Evocations need to be cast from outside the ship to have line of effect, whereas enchanted cannons can have the firing mechanism outside.
Warp: For moving faster than zone-by-zone with the Pilot skill, casters can create a portal into warp space. This is like World-walking, and there are interesting and strange things in warp space. Navigate Warp space with Lore.
Burst of speed: A ritual can take the place of a pilot check for the purpose of moving in a straight line.