The most hull damage I've ever taken on an exploration trip was 1% and that was over about 105K LY, plus I only got it by faceplanting a black hole out of sheer stupidity.
On top of that, I would have to lose range by a) equipping a limpet controller and b) carrying some limpets. That means out of my three exploration ships I literally cannot use them in the DBX because I don't have any spare slots and the only way I could use them in my Asp would be by not taking an AMFU, which means I wouldn't be able to do any significant number of neutron star jumps due to the FSD damage not being repairable.
So yeah. I could equip them on my Anaconda and lose some of the jump range I spent time on engineering every piece of gear for just to repair an insignificant amount of damage that I would only ever incur due to my own carelessness to begin with, on account of there being literally nothing that you will encounter as an explorer which will do hull damage unless you fly into it.
None of that is a reason not to implement them but I can hardly say that I see them as any kind of priority.
Well, not everybody appears to be as careful (and lucky!) as you are. There is a thread on the forum right now about a guy that is down 40% or so on his modules and hull after just 2,500 ly. So different styles, temperaments and explorer skills. More power to FDev if they cater to them all.
<on Anaconda for Exploration>
Well not if your problem is not wanting to spend an exploration trip, when you fly almost exclusively in supercruise, in a ship whose supercruise flight performance is roughly on a par with the Hindenburg.
At the same time, jump range is significantly higher. Super Cruise turn rate is "good enough" for me. Again, different play styles.