That's different for everyone, as there even is no agreed upon definition for "exploration". For me, anything over 50 ly single jump range is luxury. Sure, nice to have if you want to get somewhere in a hurry, but not really necessary. I'd rather have:
I'll go through this too just for fun...
- robust hull (ok, that one is free, as heavy duty on zero mass doesn't add any mass)
I never think about this, but yes.
Easier choice when you have access to G5 lightweight, but I also always go with A here.
- A rated, armoured power plant (you can't repair the PP, also adds a little bit of effciency)
I want to be as cool as possible, so I choose Low Emissions. Fuel scooping is what explorers tend to do a lot, so there shouldn't be a slightest chance of overheating. I'm not very worried about PP integrity. In a long haul I might make a couple of mistakes and lose a few %, but never more than that. I'm more likely to misjudge gravity and slam on the surface, losing all my hull before I wear out my PP.
- A rated FSD
- Guardian FSD booster
- don't forget the DSS!
Given.
- Thrusters, PD and Sensors no fixed preference, that depends on the specific performance after engineering in the respective ship.
Generally D-rated. There might be cases where I A-rate PD, but it's pretty rare.
- fuel tank often downgraded, 3 full range jumps is usually sufficient.
I'm the opposite. I never undersize that, and if there's space left over after everything else I might even carry an extra tank. Allows more jumps on the ol' neutron stars before having to stop to scoop. Now that there is SCO gulping up fuel, there is even more need for it. I'm pretty sure I will have one on the Mandalay.
I rarely lose my SRV, unless I decide to jump on brain trees or something. Even when I do, there's bases and carriers everywhere in the black in these days, so getting a new one isn't a big deal. Single SRV for me.
- a mining lance (alternatively, minig laser and a small beam)
- some people also used to take a plasma slug gun (to fine tune carried fuel)
Never did the mining laser thing, but carrying a small beam just in case I come across something like the Guardian beacon is something I have done. I've also used a lightweight missile launcher to shoot Guardian and Thargoid drones on the ground. Now I'd probably just use lw plasma slug rail or hammer and hope it also does enough thermal damage to interact with any Guardian artifact that requires shooting. On the other hand, one can burn excess fuel with SCO, so plasma slug weapon is not so necessary.
- bumper shields that should survive at least one automated landing...
Yup, helps with lithobraking, intended or otherwise. I've actually used my stockpile of prismatics for this. Heavier, but not so much so in the smallest slot they can work, ELP engineering and probably helped me survive when that one ganker tried to kill me at Beagle Point.
- selection of limpet controllers (repair, refuel, collector - in that order, depending on remaining open slots)
D-rate class 1 repair limpet controller is a must for a long range explorer in case hull damage happens. A research limpet controller is a maybe. Since Mandalay has all those class 1 slots, I guess I'm taking both. Don't need those other ones outside the bubble.
- an AFMU (one is sufficient)
Yes, though I prefer to make it as large as feasible for more ammo. Power usage is no concern because it only needs to be on when I'm repairing stuff and I can turn my thrusters off for that.
- limpet controller also implies a small cargo rack
Indeed and mine can be bigger if there's room. Doesn't weight anything when it's empty, but I do get bored and collect all sort of knickknacks from planet surfaces. I try to limit this behavior to when I'm heading for an asteroid base or something like that. Also, my exploration ships traditionally double for harvesting Thargoid stuff and such, so I like to make my cargo space corrosion resistant, at least partly.
- some people like to take one or two heatsink launchers, I haven't yet seen the need for those
I carry 1 lightweight one for hypothetical emergencies, which are very rare considering how cool I like to build my ships. Then on my current exploration ship has a lightweight PD because doubling up for Guardian sites thing and E-rate thermal resist shield booster. Pure indulgence, but perhaps that also helped me at Beagle Point, and removing it would give me just 0.1 ly increase to jump range.
- if I use a sufficiently large ship: a fighter hangar. For fun planetside, and for reduced risk when approaching unknown stellar phenomena (should you be lucky enough to find one)
I haven't built a large explorer, but I suppose I would also put one in. Some people seemed to want it for Mandalay too and I really don't see the point.