As I've mentioned before though, I would like some additional options and workarounds for both situational and exploration approaches. I honestly don't want to undermine the new mechanics, just to have additional approaches that mesh better with legacy exploration gameplay. I think this is doable and I hope Frontier sees fit to account for it with subsequent updates.
To me it's just about being given the 'right' tools for the job. The FSS is primarily a very powerful 'discovery' tool, you can determine the presence of POI's from vast distances, and can determine the content of USS at the click of a button. Both great capabilities to have and potentially providing a gateway to further content and game-play.
It's not, IMO a great exploration tool because, in the context of the game, it necessitates game-play that while pretty easy and quick, is still game-play that the player has no choice over, and if they 'discover' nothing of interest will presumably become irritating after a while.
The old honk allowed players to quickly decide if they wanted to spend time in a system for whatever reason. Since it didn't, and wouldn't give an indication of potential POI's, I don't see it as overlapping with the FSS. If POI's are what a player is after they will need to use the FSS, and if they are looking for specific types of planet or system layouts, then once they have determined that there's something there of interest they should be able to either use the FSS to scan them, or if they prefer fly out to the body and scan them passively.
Leaving the FSS as it is now, but adding a system map overview (entirely optional, potentially even a separate module) would take nothing away from those that like to use the new mechanics exclusively, leave the ability for everybody to discover the existence of POI's by using the FSS if that was what they wanted and let those who want nothing to do with the new game-play to ignore it.