Other changes need to be made to exploration before they start introducing ships with the potential for massive jump range. Right now, limited jump range is the only technical constraint keeping long distance exploration from being trivially easy.
I'm more than 17k Ly out in a ship with 14.26Ly jump range and the ship is in better condition than if I had fought and failed to evade two interdictions. The last time I ran out of heatsinks while trying to use too many beam lasers at once I damaged my ship more. This is kinda silly. The tedium of ~1400 jumps, so far, has been the only possible barrier to success.
Maybe if FSDs actually degraded with use, or if jumps could go off course, or if there was a threat other than the rare collision with closely orbiting binaries, could I see a good counter balance to longer jump ranges than we have now.
Peronally, I'd like FSDs to take damage/wear out, as originally intended. This could be based on fuel burned, so strings of long jumps would cause more damage than the same distance covered by shorter ones. Perhaps FSD's could be overcharged, in order to make one or two over range jumps, with increased risk of damage or random failure. There could be a check, based on current FSD integrity, of deviating from intended course and winding up anywhere from a few k Ls from the intended star, to a few jumps worth of distance in the opposite direction in a totally different system.
I think we should have a shot at reaching some of these more out of the way places, but at the same time face serious risk by attempting a trip that covers the diameter of inhabited space thirty times over.
But yeah, the new ships slot in fine for their intended roles. Not everything labeled an explorer needs to out do all previous explorers in all areas.