About your anaconda build:
- Your shield generator has an maximum mass that is too low for your ship. Either reduce the engineering to G2 instead of G5, get a bigger shield generator, or go shieldless.
- Your 2D power plant struggles to give enough power output for your ship. Turning off critical modules (i.e. sensors) is not good solution. Either get a bigger power plant (A-rated typically have the best power/weight ratio), or decrease your power requirements.
- Use G1 clean instead of G1 dirty on your thrusters, you'll give yourself an extra 5 tons of space to work with and reduce your power requirements and heat output.
- Bring a heat sink launcher, they only wight 0.2 tons with G5 lightweight. It will keep your ship from melting if you accidentally run into a star.
- If you can find a size 2 corrosion resistant cargo rack, use that instead of a normal one. It will keep you ship from melting if you pick up any hazardous cargo.
- The amount of use you will get out of the collector limpet and docking computer is questionable. You may be better off leaving them behind.
- Consider bringing a small (1A or 2A) secondary AFMU to repair your primary AFMU. You'll probably use it very rarely, so it may not be worth it.
Basically, I would set up your ship like this:
https://s.orbis.zone/2rs0
You'll lose 0.43 ly from your setup (82.25 max instead of 82.68), but you can fit everything you want to bring, including an SRV (no need for an new module). You can mount the collector limpet and docking computer that I took out, but it'll cost you another 0.01 ly.
Considering that I can tweak your setup to only use existing modules and engineer modifications, I would say that you really don't need a new SRV bay in the game to make your build work.
Yes, I would like to see more SRVs in the game, but this seems rather unnecessary to me. I'd much rather see new SRV types (mining, hover-tank, skimmer, etc...) than a convoluted, tacked-on addition that doesn't make much sense and doesn't offer any new gameplay.
Edit: added a plasma slug railgun to the Coriolis build, changed the numbers accordingly.
1. There is a glitch with coriolis where enhanced low power lowers max mass. It doesn't actually do this in game. It keeps it's default maximum mass when lower. What I'm not sure is if there is a way to raise the maximum mass. That would be useful for some other ships in other situations. I think I've played with it, but I don't remember the results.
THIS MEANS YOU CAN SAFELY USE MAX ENHANCED LOW POWER WITHOUT WORRYING IN GAME!! 
I was very happy when I realized this. I used to use the same 1.33t shield setup. I don't think a lot of people realize this. I bugged reported this to Coriolis but it hasn't been fixed yet. They may not have seen it. (Check your shield in game. It will say the same max as a basic 3d and not what Coriolis says. Shields never go below default max hull mass for fitting purposes. Devs have confirmed this. So, have I personally.)
2. As far as I know, sensors are only needed for localized objects like picking up cargo and for contacting stations to dock. So, you can get away with this. I'm not worries about the PD either if I'm not landing because I don't have to worry about the annoying PIP changing from the computer. This would basically be a deep space build only. Although if the game changes more in the future I might want to be able to land. Let alone get the resources for 100% jump boosts in deep space. But as I die too easily landing I don't mind not landing until the game gives me more reason too potentially. I avoid it now at all cost.
3. I've never run into needing it. And I'm hoping the 2A would deal with the rest. I currently use 2D with no problem and 0.94 efficiency because it lets me use a 0.9t PP. 2A is minimal power basically but it works. Not sure if I can keep a heatsink powered in a useful way with a 2A like this. I might with the 3D but it's iffy because I currently use shields and other things. I always try to fit one in though.
4. I'll look at the clean. I think it does use more power draw though. I think that is one of the dirties advantage. Clean does it the official way costing power. Dirty does it the dirty way costing heat. And I'm never in a mode where the engines matter. So, the extra power is good. Plus dirty is faster by a hair and takes less materials to get the same result. I'm not too worried about weight unless I need it. I keep 4d engines of all varieties back at my home base. I'm never sure which build/engines I want. I'm currently using 4d 1xReinforced/Drive Distributor. It has 520t limit. It's nice for really hefty 4d engine setups. I'm going to have to make more engines though. Probably Clean at 1x/2x/3x along with dirty at 1x/2x and all with drive distributor. I have the highest value of those atm at my base.
5. I was thinking along those lines originally. I Haven't unlocked them yet though. It's primarily for the 4 limpets from synthesis.
6. Docking computer I use a lot. My ship doubles as a resource collector when back in the bubble to make engineering changes.(And I dock for extra safety to dump data for rep and taking screen shots of FSD#Stations for other reasons.) Or yea, I wouldn't use them. It's an all purpose ship while being as light as possible. I don't really need the fuel transfer either but I think it's useful for some missions for rep and stuff potentially. I'm exploring for rep gain and whatnot also. Odd quirk of my builds. I do mostly gather by hand though, but I like having it there and it's only 0.2t.
7. I fill all empty slots with AFMU's. It varies from 1-x. I tend to bring the bigger ones since I don't use the slots and I can always turn them off in power rank 1.
The SRV idea is becuse at max you can't currently get 82.68 jump range with PD booster ability with a 6t srv without sacrificing things. It would allow a build with boosters to also have the ability to gather stuff for 100% jump range boost as those can't be gotten from asteroids. It would complete exploration ships like the anaconda and let them do everything they need in the end without sacrificing aspects of the game.
If fact, if you notice, the tier5Enhanced low power/stripped down shield uses the exact 1.2mw for it's regen as the 4d Tier5Engine focused/ Stripped Down PD. They fit perfectly together giving proper shield support.
The idea is to allow both that the shields and srv without loosing max jump to get to a certain known system for the best exploration abilities. Pluse I hate the guns on the current srv for gathering stuff. Wastes ammo etc. A nice lighter single bay alternative would be ideal and make all situations better for ultra end game builds and dedicated explorers.
I'm going to change from my 2d to a 2A with monstered when back in the bubble to try it out finally and see if it help speed up exploration in any way. I originally wanted it. But I think it couldn't support the shield and bay and I changed it out for the extra versatility of landing. Which I don't do much anyway. Still want a light way means to do it just in case though. The current options are a little too heavy to make certain areas convenient to explore. I don't like using jump boost if I can avoid it.