It also forces me to research (or trade for) the faster engine techs much earlier than I normally would, to minimize the economic impact of one-shot, throwaway ships like colonizers, initial freighters, troop ships, and (especially) constructors. They'll put less of a dent in the economy if they can reach their goal a few turns earlier.
Unfortunately, the above is not necessarily really true.
Better engines = smaller engines, that possibly can move faster = more cost, both per engine (increased tech level) and in total number of engines to put on the ship. Plus they are slower to build, so if you max out your colony ships with hyperwarp 3s (as an extreme example) you are taking more time to put out a much more expensive ship to build and maintain. I am in the mopping up stage of a game, (just finished taking the last colonizable world) and with max miniturization, and hyperwarp 3s, my colony ship speed is 37. For a ship without engines my speed is 8.
So, roughly speaking, if the maintenance on my souped up colony ship is more than 5 times the maintenace of a basic colony ship (which would have a speed 9, 1 hyperdrive) then the basic ship is more efficient economically. (in 5 turns the basic colony ship will move farther than the souped up ship moved in 1 turn, is where I get that factor from) Throwing out some imaginary, but possibly realistic numbers. Say a basic ship has a maintenance of 7. It might even be that, the number sticks in my head. Now say that the souped up ships maintenace is 50. (which strikes me as low) Now consider a target 74 spaces away. The souped up ship (move 37) gets there in 2 turns, for 100 total maintenance. The basic colony ship gets there in 9 turns (move 9) for 63 total maintenance. Considering the expense of building my souped up ship is an order of magnitude higher than a basic one, I suspect this to be sn example lessening the real effect.
You are getting there faster, with the better engine techs. It might not be true that you are getting there cheaper.