Unless your going somewhere out of the bubble, you don't really need a fuel scoop. There gas at almost every station with in a short distance. The ADS kind of allows one to get the data from the nav beacon less actual names for the most part. In so much as you have to move around the sun, you utilize it with a trigger set up for it. It's referred to as honking. The DDS allows you to scan planet for all sorts of things you may be looking for if you within a certain distance depending on the mass of the planet with out actually having to land. You can replace the standard normal scanner with the DDS then it doesn't take up anymore room.
Indeed, as Nemo said, you don't really need a fuel scoop unless you plan on going long distances.
But to the add a bit to that i've to say...
Before i talk more about fuel scoops and jump ranges (and to save time and space from typing it all the time, higher or lower jump range also generally goes hand in hand with lower or higher fuel usage my your ships, though you'll likely notice the latter changing the least), i'll quickly say also that you only need an SRV and hanger if you actually plan to land on planets.
Now, maybe you're the kind of person who feels a desire to drive on and explore moons, planets and asteroids, but personally in a solid month of playing this game, i haven't felt the use the SRV that came installed in my Horizon's Sidewinder once.
I've kept it installed and the ship never too far away for whenever i get to mining in ships, looks for certain Engineer materials - if i can't find what i want while mining in space, i guess i'll have to go drive the SRV on some planets.
(Also aside from VERY rarely and randomly as wares for sale in space stations, apparently the only reliable way to find the Meta Alloys to continue further with Engineer, Felicity Farseer, is to drive up to and investigate the alien structures only present on certain planets
.)
But on jumping and travelling to places specifically in the Cobra mark iii, i have mine basically maxed out with similar optional modules installed to you, but when it's fully fitted to your liking, particularly with the top spec Frame Ship Drive the ship can with many of the modules having big or small positive or negative effects on its' jump range and fuel usage, it'll have a maximum jump range of almost certainly 18 to 22 light years (like mine*), if you mostly keep the same or similar modules but choose to improve or not many of their classes, if not higher if you choose very certain levels of modules (28.55 maximum, according to the Wiki).
(Your jump range and many other aspects of your ships can be improved by certain Engineers, but you might not want to look for them right now or likely haven't even unlocked many Engineers, if any at all yet).
While with most equipment, higher level items will generally increase the available power, speed, manoeuvrability (very slightly) , cargo space, general survivability of your ships and add various capabilities to them, the increased weight, in particular of most items and items at higher levels will reduce the jump range of any ship in the game.
Thing like adding weapons and even whether your cargo holds are full or empty will also affect your current ships' jump range and some similar sounding items can have greater effects on your jump range than others.
For example, core bulkhead reinforcement changes have a far greater negative effect on your jump range than installing optional hull reinforcement packages.
Lastly on set up, while as said, many higher class modules add many positive effects to your ship, but generally add weight to and lower the jump range of your ship, though the rule that they'll be better but heavily, is generally only applicable to C to A class modules as i believe, exclusively, D level equipment is the lightest you can find.
I've certainly with most builds and i've heard that the way to get the maximum jump range (though certainly not the best efficiency and effectiveness) from a ship, is to equip it with the best A class FSD it can carry and the best class D equipment the ship can fit with (and if you only want to maximise cargo space), if you're brave or REALLY good at running or hiding from combat, you can risk not installing any shields or weapons or at least minimal weaponry and a really low class shield.
But in practice, most people still equip the best class equipment in things they care about (which'll be most things, given the small amount of slots in Elite's ships) and "D rate" anything they don't really care about - for example i only carry D class regular sensors and life support, in the core modules, with basically everywhere else.
On the relatively big 18 to 22 ly range of my ship that's largely dictated by whether i what to carry bulkhead reinforcement or am laden with cargo.
With military bulkheads installed and no cargo, i get 20 ly range, with cargo 18 ly.
With standard bulkheads and no cargo i get 22 ly and with cargo 20 ly.
On navigation then, in the Galaxy map, where you search for sectors and plot courses from, by default it's set to send you on the most economical route (supposedly saving on using fuel per jump, but in practice i find that just means you'll make more jumps to possibly or likely inhabited sectors, depending where you're flying where you can buy fuel) and fastest route which has you jumping less times, covering more distance with each jump (generally approaching your max jump range).
While the first ten days to two weeks playing this game, i hadn't discovered this setting and found travelling relatively long distances because of the amount of jumps i was make and since i found it have travelled exclusively with it set fastest since (but remembering it's there if i ever find my self low on fuel as with the fastest setting it won't show you all the possible sectors you can jump to in your destinations list).
Anyway, to wrap up all this, when using the economical setting, with it's standard fuel tank and my high level set up, my Cobra was making 15 to 20 short jumps on a tank and on the fastest setting, has been making 7 to 10 long jumps.
Overall if you get used to how far your ship can go, decide based on how many jumps your planned route includes and certainly with a high level set up, if you're only planning to jump 5 or so sectors, you certainly won't need it, 7 to 10 hopefully/likely won't need it but may have a few nervous looks at your fuel gauge at about jump 6 to 8 and certainly will need the scoop if you plan to go more than 10 without looking for a station (or possibly finding yourself out of fuel in uninhabited space if you don't make a pit stop before at least jump 10).
Even having a fuel scoop won't completely protect you from the danger of running out of fuel, you can't refuel off Brown Dwarfs and with really bad luck you could come across several in a round when already low on fuel, while i'm not sure if, but doubt you can refuel off Pulsars (also called White Dwarfs in this game), i've certainly never tried as they're some of the most extreme sources of gravity your ship will rarely jump you to (though apparently way out of the way of inhabited sectors, you can jump into the vicinity of Black Holes!
).
Also, even in inhabited sectors a small amount of the stations don't even sell fuel, so hypothetically you could find yourself in a Brown Dwarf, inhabited system with a single station that doesn't sell fuel, though at least if you could still dock there, your ship at least wouldn't be burning fuel.
(It's generally not as obvious as when your ship jumps, but your ship uses a certain about of fuel just flying around or sitting idle in space, in Supercruise or normal space.)
Though if you're every really low on and in danger of running out of fuel, be careful to long out of the game and seek help, to avoid your ship running completely out of fuel as if your ship runs completely out, all it's systems will shutdown and it's emergency life support countdown and indeed countdown to your character's possible death and an insurance claim for your ship, together with losing all unclaimed exploration data, bounty payouts, destruction of onboard cargo and likely failing of most missions you may be on.
If you're ever super low on fuel, search this forum or the internet for The Fuel Rats, specialist human players of this game who'll (try to and likely will) get out to you and rescue you (for free, with voluntary donations i believe, though some seemingly won't even accept them).
From reading their site, it says a big mistake many people who find themselves on too low fuel, in a likely uninhabited system, without enough to jump out of a system but enough to still fly around, believe they can fly to other systems in Supercruise or in normal space, but you can't - such players general find themselves running completely out of fuel with emergency life support activating, even then it's not game over (respawn) for them, if they log out before the emergency system counts down and don't log back in 'til a Fuel Rat contacts them that it's safe to that their on scene to refuel them
.
https://www.fuelrats.com/