Initial Honk
Populates System Map (including orrery) and Nav Panel with locations of masses within the system. Masses are resolved into individual bodies as range reduces, based on the size/mass of the body - similar to the way the old DSS activated at different distances, depending on the size/mass of the body. So at 5,000 Ls you don't know if that blob is one big gas giant, or two smaller ones - whether it has moons is a mystery.
Secondary stars are identified only by class - the information is currently available from the GalMap - and again will require proximity for resolution and identification of orbital bodies.
Scanners
All scanning functions are shifted to sub-modules of the core scanner package. The size of the scanner package determines the number of sub-modules that can be fitted, and the class determines their range. This allows all ships to continue to be used for exploration, but it means that a Sidey will be less capable than a 'Conda.
[Balancing]
There's some balancing work to be done here - probably necessary to allow a smaller core scanner to be fitted, since you currently only have the option of which class to fit. Allowing smaller scanners lets players make a trade off between mass number of sub-modules and range. 'Condas could drop a scanner size to improve their jump range, or to increase the range of the scanners, but at the cost of capability. This would likely need to be limited to dropping one size otherwise we'll have 'Condas fitting size 1 scanners and having a base jump of 200LY. Or just nerf the 'Conda
[/Balancing]
Sub-module types (there are probably more, but this will do for starters)
USS detection
Universal Cartographics integration (allows previously explored systems to auto-resolve)
Detailed Surface Scanner
Biological anomaly detection
Guardian/Thargoid anomaly detection
Space pixie detection
KWS
Manifest Scanner
Wake Scanner
Mining stuff scanner - haven't kept up with the changes so I don't know the details
So, all of this is making exploration more challenging - strategy and fog-of-war will do that - and you wanted fun, so...
Probes
Deep Space
An optional new 'deep space' probe module that allows players to remotely explore the system.
Probes have limited fuel, but that fuel is only used for acceleration/maneuvering so they have infinite range, if you're prepared to wait long enough. The capabilities of the probe match the scanner sub-modules.
Probes are launched via the orrery and can be used to scan multiple bodies by using gravity slingshot techniques and their onboard fuel- like NASA does now. Probes are finite (but synthesizable), so you definitely want to be hitting multiple bodies with them, unless you like gathering mats.
DSP module size and class will determine the number of probes which can be launched simultaneously and their fuel reserves - same behavior as limpet controllers - and will be engineerable. Mass and power draw should probably be the same as limpet controllers.
Surface
Keep the existing surface probe gameplay but make them finite (but synthesizable), but the results will be hotspots showing probably locations, so that the player still has to explore the area (by ship or SRV) to locate the anomaly. SRV scanners will show the anomalies but ship scanners won't - so either eyeball the area or drive around. You're going to be driving around to gather mats anyway.
'Dedicated' Exploration Ship
It seems like people really want one of these, and this system allows for it - simply make the new ship have a larger scanner than every other ship, and be the only one that can fit all exploration modules. Then it can compete with the 'Conda without having to have a stupidly large jump range and the rest of the internals can be sized so that it doesn't also become the best multirole ship.