Totally agree. I can't emphasise this point enough, and I highlighted it months ago with example game designs FDev could have used. As did many others.
Primarily, that involved introducing uncertainty. The initial FSS/ADS honk should have resulted in a semi-ambiguous, incomplete, uncertain System Map or Orrery (preferably both) where not all planet types were initially known, eg. Rocky Ice World 90% / ELW 10% probability. Then allow the explorer to decide whether to concentrate on determining if that body is indeed an ELW, eg. by using an FSS to "zoom in". Or even make them fly closer, thus gathering enough valid data to resolve the uncertainty.
And introduce a range of new discovery sub-modules, and engineering, that could be strategically chosen by the commander to improve the sensor or analysis technology to more efficiently discover the types of things important to each commander:
A sub-module/engineering for enhanced Goldilocks Zone range resolution.
A sub-module/engineering for enhanced colour/visual resolution (more bodies given full colour on the System Map initially).
A sub-module/engineering for enhanced biological detection/resolution.
A sub-module/engineering for enhanced binary pair detection/resolution.
A sub-module/engineering for better USS resolution.
A sub-module/engineering for FSS persistent blue blobs.
A sub-module/engineering for FSS frequency filtering (as opposed to tuning).
... limited only by imagination
Most of the above sub-modules/engineering would reduce the initial ambiguity/uncertainty in some way, or automate better some processes, from which the commander decides if, or how best, to resolve the remainder of the system.
A modified ADS module should sit on top of the FSS to do this, allowing sub-modules/engineering. Although to prevent some of the dissent arising from the historic term "ADS", I'd call it something completely different. It certainly wouldn't work exactly like the old ADS.
TLDR; Make discover/exploration strategy based and intellectually engaging.
Agree 100%.
I'd like to point out that there are more choices for cargo racks (types, not sizes) than there are for exploration equipment.
Let that sink in.
More CARGO RACKS than optional exploration tools.