I don't know.. I've flown over 100k Ly on this trip so far, and have yet to truly need a heat sink or AFMU. My most damaged module is at 86%, as is my hull. Most of that damage was form me screwing around and pushing the limits of my Asp, and also just messing around (I was a newb to exploration when I set out) and have not taken any damage in 75k Ly.
heck, I jumped smack bang into the middle of two A class stars yesterday, just a few Ls apart, seeing aa I learned to pay attention to my jumps, I already knew where to go to get out of the heat trap, I didn't even hit 90% heat before temps started to drop. you can see where the stars are as you arrive in the system, so it should be fairly easy to know which way to point the ship before applying full throttle.
Also, making throttling back to 0% as the countdown starts is probably the biggest damage saver there is. It only took one Neutron to learn that lesson.
I'm not trying to troll, but some of the builds I am seeing with what looks like dozens of AFMU's and heat sinks seem like overkill.
I find cargo racks more useful, to be honest, as it means I can adjust the cargo slider in the galaxy map and give myself more economical routes without actually selecting "economical routes" and flying 1000Ly in 400 <5Ly steps (yes, it's possible).
As for the actual question in the OP - the Asp *IS* the better explorer in every way, except jump range - so, if you are going to the outer rim, then an Anaconda with max jump range allt he way. Anything else, Asp.
Z...
I agree with the heat sinks and AFMU's. I havn't used them yet, in nearly a 15kly trip. The main reason for putting lots of AFMU's in there is because I can, to fill up the extra unneeded internal module space. They add nothing to mass, so do not affect jump range. The added benefit is they are there if you do need them.
I did add 16T of cargo racks just in case, however, outside 1500ly I have not seen a single signal source. I expect there will be more to find after the updates, so then I will probably swap some AFMU's for extra cargo racks. You will just have to make sure you can still make the jumps to get back with the extra tonnage.
I am hoping there will be at least one ship with a much greater jump range in 1.5. There is one designed system I have heard about that requires a 50ly jump range, I would like to go there with shields and weapons (just in case).
With regard to route planning, I have actually found it is quicker and less risky to plan jump by jump, that way you can always avoid binary star systems (if you choose to), land on a scoopable star (if available), and run pretty much run on fumes to get the max jump range each time if you need to (Currently I am trying to get back to the bubble asap, managed nearly 2000ly in around 1 to 1.5 hours).
The Asp is more manouverable (this is more important some people, I don't mind either way)
The Asp does have a better view, Hard to see down in the Anaconda (Again, I don't mind. If I really want to look at something I can use the Debug Camera)
The Asp can land on outposts.
The Asp is significantly cheaper. My Anaconda rebuy is about 12Mcr, you can buy and kit out a whole new Asp for that.
So in conclusion I would say it really depends on:
* Where you want to go
* How rich you are.
* How important you find visibility
* How important you find manouverability
So unless the first two points make either the Anaconda unaffordable or a necessity to get to the destination, it is really subjective, and everyone has their own opinions and preferences. The advantages/disadvantages are minimal either way.