Star Wars combat is weird, because a lot of authors have spilled a lot of ink about it and presented very different conclusions.
The standard scenario is Glactic Empire materiel and combat doctrine versus Rebel Alliance material and combat doctrine and got very well developed by a number of authors with solid fantasy space combat credentials Zahn and Stackpole most effectively.
The Galactic Empire built their fleets around the principle of fleet superiority - because they wanted their big ships (which started at Imperial Star Destroyer and got bigger from there) to be able to project power effectively. They needed to be able to conduct planetary bombardments and surface attacks as prelude to said bombardments (which is what the Battle of Hoth was, only the Rebels escaped before anyone got around to raining turbolaser fire down on Echo Base) in addition to conducting fleet battles. They were also combat carriers, but Imperial fighter doctrine was extremely hidebound and viewed the fighters in a primarily defensive/recon role - in combat a Star Destroyer is supposed to deploy its TIEs as a defensive screen so that coordinated enemy bombardments are impossible and then utilize superior fleet strength to beat down whatever enemy ships there were.
In the WW2 scenario this is basically building a bunch of battleships/cruisers, but also letting them launch a CAP to defend themselves, they just had no (or actually very few, TIE bombers were a thing just kind of obscure) fighters capable of attack against shielded targets.
The issue the Empire had was that their doctrine for fighter deployment was limited and their actual primary starfighter choice, the TIE, kinda sucked hard. This was partly political, the Emperor
didn't want to produce high capability general purpose fighters that could operate independently (TIEs had no hyperdrive except in special command models) of capital ships believing - entirely correctly by the way - that it would increase factionalism and weaken the military centralization he viewed as necessary for Galactic dominance.
The Rebellion, having no real means to produce capital ships in sufficient numbers to challenge even a fraction of the Imperial fleet, chosen/stole the ability to produce fighters capable of multiple mission types and able to operate one their own at vast distances from fixed bases entirely without capital ship support.
The net effect was rather like having one side with a whole bunch of Dreadnaughts and a swarm of Zeroes, and the other side had a bunch of F9 Panthers but no ships at all.
The Imperial solution to this particular problem was to develop dedicated anti-starfighter light capital ship platforms. They had at least two in the Legends continuity - the Tartan-class patrol cruiser and the Lancer-class frigate (they were technically both 'frigates') which were ships that basically had a whole bunch of fighter-slaughtering turret hardpoints like the ones on the Millennium Falcon. Unfortunately for the Empire they never got around to building that many of them, and the command staff, which was wedded to heavy capital ships, didn't like using the ones they had.
In terms of your general objectives, here's how the lore works:
1. Embargo a planet or section of space.
- You can only really embargo space using interdiction technology, which is expensive, complicated, and basically requires you to build the whole ship around it. On the other hand you can embargo a planet with a big ship that's capable of deploying fighters and staying on station for a while (this was one of the things that Star Destroyers were explicitly very good at, and canonically, Luke and co. only managed to escape Tatooine in New Hope because Han Solo is Han Solo).
2. Destroy Planetary Infrastructure
- You need something with turbolasers mounted on it, preferably something big enough to shrug off retaliatory hits from ground-based weaponry and with enough power to punch through less than current industry-standard planetary shields (the economics of Star Wars being such that you have a whole class of planets with shield systems that are incomplete or haven't been upgraded in centuries). Consensus on how big a ship you need is something in the range of cruiser-size. The Acclamator-class ships seen at the end of Clone Wars would be a good example.
3. Destroy Space Infrastructure
- Most space infrastructure (not counting Rakata or Infinite Empire-built McGuffins and so forth) is relatively vulnerable and may actually be much more fragile than starships. Dedicated bomber starfighters are capable of this.
4. Capture an enemy vessel
- You need a ship big enough to mount a tractor beam with real power behind it (as opposed to one that's basically just a manipulator arm in disguise). It also really helps to be larger than whatever you're trying to capture, particularly if you can fully encompass the vessel within a hangar. This is another reason why Star Destroyers were made so big, the Empire liked to humiliate planetary defense navies.
5. Carry troops and material
- Troops need space, because even if they're nearly bionic soldiers like Clones/Stormtroopers they still have to sleep and occasionally take the armor off and shit. They also need supplies - except for droids, but canon came down hard on droid armies in order to support the Zeroth Law of Space Combat (also because it helped justify beating the Confederacy). So you ship is going to need to be fairly big. Again, to carry any truly significant number of troops in Star Wars for a significant period of time you're looking at bulk freighter/cruiser size.
6. Provide Fire Support to the Ground
- this is functionally the same as destroy planetary infrastructure. Planetary combat in Star Wars is actually kind of funky. The authors acknowledge that a ship sufficiently large to mount some real turbolaser batteries can basically wipe any unshielded object (up to whole mountain ranges) off the map and a fleet of ships can even conduct a
Base Delta Zero bombardment that would kill anything more complex than a bacterium on a planet. As a result ground campaigns are mostly about destroying planetary shield protections and then sending down whatever ultimatums you wish. Storytelling, of course, demands ground combat, and has provided all sorts of McGuffins, politics, internal conflicts, and other reasons to go fight planetside