@KathyMiller : it's a good article, nice presentation with some good screenshots. For the content, in my opinion it's missing any mention of other factors that are important for long-term space exploration, such as supercruise handling, fuel scooping rates, heat characteristics, or factors that are important for exobiology, such as landing size, speed and thrusters, cockpit visibility.
But then , if planetary flight and exobiology are included, the top ten changes dramatically. Enough that I think two separate lists for "Top 10 Space Exploration Ships" and "Top 10 Planetary Exploration Ships" might be better. For example, while the top three for space are pretty much the Anaconda, Diamondback Explorer, Asp Explorer & Krait Phantom (they are pretty much the same, the latter is just slightly better and costs much more), the top three for exobio are the Diamondback Explorer, the Imperial Courier and the Dolphin. (I wouldn't even put the Anaconda in the top ten for exobio.)
I wouldn't put such an emphasis on price either: the ship prices were for the game at launch, and credit rewards have inflated extraordinarily since then, and pretty much any activity allows players to move above the cheap ships rapidly. (Without resorting to "advanced" credit farming techniques, too.) Even exploration, which has always paid terribly, the original prices for an undiscovered ELW were around 70k Cr, and now with Odyssey, it's 4.2M Cr; sixty times higher. So, price quickly becomes no concern, unless a player wants to jump into a Krait Phantom after two hours of playing.
+1 to other comments that raw jump range isn't that important in an exploration ship anymore. Sure it might be too limiting to head out in a 15 LY Dropship or something. But between FSD engineering and GFSD boosters most non-combat ships can achieve jump ranges these days that would have been considered extremely long by the standards of the pre-Horizons game.
Before Horizons, the highest jump range (on a full stock tank) was barely 40 ly on an Anaconda on a cardboard build, stripped to the bone. An Asp Explorer would do around 35 ly, same for a DBX once it was introduced, and everything else was significantly less than these. (See a timeline of how the Asp's jump range has changed through various game versions
here.) So basically, 40 ly was extremely long because only one ship could achieve it, and even then you had to strip it to the bone: today,
the only ship that can't reach 40 ly is the Sidewinder every ship can reach that, although the Sidewinder only if it doesn't fit an SRV bay.
Edit: corrected that last bit on the Sidey