As far as I understand meaning of exploration is really down to motivation of player.
…and that is the entire problem: there is no other meaning than marble collection, as you call it, and as motivators go, it's an immensely narrow and precarious one.
Nothing in this UI update alters that motivator because exploration itself is not touched in any way.
ADS should change and we all know it.
We don't, actually, and
especially not in the case of the ADS since it's such a minute part of the collection process. It's an initial decision-making tool, and that's it. The collection itself
is also being changed, and very few seem particularly upset about how that will happen. The extra collection they're planning on adding seems like has received almost no criticism at all aside from some worry about reintroducing the much-despised travel times and a materials grind to keep going. The bulk of the criticism is against how altering the decision-making cuts deep into the motivation for the (still not very) interesting collection part of the equation, especially since it's fairly trivial to see that the former can be left intact without affecting the latter.
So what really
should change isn't any of that, but rather the meaning-bearing hooks and mechanics you mention — a new UI in and of itself will not do that. Change them enough, and maybe the reduced decision-making ability would become palatable because there might suddenly be some added weight to that decision.