At least to escape speed is not that important.
Here are a example.
12.8 knot speed = 9.6% difference.
So 1 knot = 0,75% Escape bar
bonus increase every 1 hours.
The base for escape for every 10% is +0,32 % of the bar filled every hour.
So at best case scenario (100%) a ship needs
31 Hours to escape combat.
Usually they take longer. Around 40-60 hours as its very rare to go above 50-60% no matter how fast your ship is.
So all that matters is to know how speed afect evasion/defense.
Also i made a "RACE" using japan pride of the fleet (19knots) vs a BB (32 knots)
They both started at korea and went to hawaii.
Starting 4:00 9/2/1936
32 knot finished 15:00 14/2/1936 (5 days and 1 hour) .
19 knot finished 14:00 18/2/1936 (8 days).
So unless you're Ultra far away from the province you are going to use your Search & Destroy. Speed is not a issue. (UK, US and Japan usually always have islands and bases close to the action reducing this to 2-3 days of travel).
That gives 4 days to fill the search bar before the enemy fleet jump to other region. (if he is using 2 regions, something i recommend for raiders to avoid you staying more than a week in the same place).
Patrols, Escorts and raiders do need the speed to find the enemy or avoid them. So for them i recommend staying above 30 Knots at minimum.