It's not just speed, it's maneuverability that counts as well - at least to me. I like my ships acting like ships, not asteroids with a
laptop cooler for thrusters. Both of the 75+ LY jump range ships I saw here (conda and phantom) have an abysmal 36 deg/s pitch. My 67LY AspX (that could theoretically go around 70 if I cared to engineer/optimize a few more things) has a 55 deg/s pitch and to be frank, I'll gladly trade the 15% jump range for a 50% increase in maneuverability.
The game is supposed to be fun and to me stuff like
- zipping around the star on full throttle while scooping at maximum efficiency
- dodging white dwarfs / neutrons and aligning with the plume quickly
- occasionally doing a flyby around double stars/planets, maybe flying over a planet's surface or landing for some photo op
... are probably the most fun part of exploration and would become a chore in a build like you posted.
I understand many people think of the game in a min-max manner and some would enjoy trading their kidney for a few more lightseconds of jumprange, but I don't and I believe I'm not alone
EDIT. and a couple more things here:
1. Interdictions - sometimes when passing through/next to colonized systems you might get interdicted for whatever reason - powerplay, player griefing, npc piracy. A flying brick won't evade, my Asp has a very good chance to (I haven't yet been interdicted by players, but I have been interdicted by NPCs and out of about 100 attempts I evaded all). Every time you are forced out of supercruise is time wasted.
2. The 75+ LY jump range builds posted have an ~15-20% advantage in jump range over my Asp, depending on details. If those ships' "average jump" takes 15-20% longer than for my Asp, then the range advantage is nullified merely by my capacity to just more frequently (unless we're talking about reaching stars that are 150 LY apart which is possible on +100% jumponium for a Conda but not for my Asp). Possible causes for longer average jump could be:
- Anaconda can't mount FSD v1 so loses the benefit of Faster Boot Sequence mod.
- Heavier ships burn more fuel so have to scoop more often.
- Scooping in a flying brick requires parking next to the star, which adds deceleration/acceleration time. My Asp can scoop at 6A Scoop's maximum efficiency while going full throttle around the star, so when I'm done I just pitch down and I'm out of red zone within 2 seconds.