As often is the case, I have to caution against simply asking for bigger, better versions of what we have, for a few reasons. First off, the ships we have fill all the game's desired roles quite well, even without min-maxing and grade 5 engineering. Second, the "big 3" (really 4 now, with the T10,) aren't supposed to be just "end game goals." They're supposed to be ships with more room for more functions or more stats that come with commensurate costs and risks. Some may see the Anaconda as an endgame goal for example, but it's not simply "better" in all respects than a smaller ship. It's missing a lot of what makes a small ship great and it's NOT cheap to maintain or replace. It has advantages, but you're trading a lot for them. It's a horizontal progression almost as much as a vertical one. A squadron of skilled Sidewinders can put down your anaconda for a hundredth of the cost, even combined.
Secondly, Not every function needs to be fulfilled by every ship class. What we call "exploration ships" should really be more aptly named "scout ships." The DBX, the Aspx, etc. are not huge warships or science vessels. They're not the Defiant and they're not the Enterprise. They're small, long range single pilot scout ships. Trying to get a bigger scout ship is self-defeating. Scouts are agile over long trips and low maintenance. A larger scout ship would only be worse at both.
What we need, rather than more ships that fit our playstyle like a glove, is more roles that need filled and more functions that have to be performed by the player. This will create deeper, more diverse gameplay experiences that call for a greater variety of game mechanics, which in turn may eventually call for new modules types and, ultimately, new ships. Frontloading us with ship after ship will only dilute our current choices if there's no call for most of them. Some of our current ships are so similar that we end up skipping one entirely (DBS, anyone?) This is because the number of ships far outnumber the gameplay elements for which they were made. We're mining, scanning, trading or shooting other ships. Those are really what everything boils down to and the last is the only one that takes any real effort or specialization.
I can take one small mining laser and keep two limpets busy simultaneously while still leaving enough hardpoints to defend myself and modules to take care of the rest.
I can scan entire systems with one scanner and make reasonable money for no effort, though it takes time. (detailed scanner is garbage and not worth the slot.)
Trading just means loading up on cargo racks and learning to land (or getting a computer.)
Combat? That takes up your whole ship AND demands high skill to win against able foes.
THIS is what we should be asking for. A more engaging challenge from activities outside of combat, along with more kinds of activities that actually require THOUGHT on our part, rather than just being a randomized collection of the same limited gameplay loops. Ever do a planetary scan? Close in, change direction three times, flip your ship over, pull out SRV, scan and run. It's repetitive and mindless with no real physics or searching involved. THAT is an example of what we should be asking to improve. We need clues, breadcrumbs, tracks to follow so that when we discover something, it's an actual DISCOVERY and not just a name unlock that we turn in for a few paltry credits. The same notion can be applied to all facets of the game; better ships will solve nothing.