Like others have said, that's a pretty good build. Sure, you could do better, but most of the required work has been done.
Some things I'd do: I'd switch the repair limpet to decontamination. It still doubles as a repair limpet, and some lifeforms in NSPs will deal caustic damage and burn away your hull. Sure, you can get rid of that by deliberately overheating your ship, but you'll likely lose a lot of hull and module health that way.
You could also switch your cargo rack to a class 4 corrosion resistant instead. You'll be unlikely to carry that much cargo anyway, but a CR rack adds some functionality instead.
Lastly, shields. Personally, if it were up to me, I'd take out that cargo rack, use the slot for a class 6 shield, and the freed-up class 4 slot for a corrision resistant cargo rack there. (Note: this adds some functionality as well.) Fill the free utility slots with shield boosters, and bam, you can have an Anaconda that can still jump 71.5 ly, while having 1,325 MJ shields. (
link)
I'd go with more shields, of course, but I think that +875 MJ for -0.66 ly is a pretty good deal. Of course, this does need more engineering. The good thing though is that those four engineered boosters can also be reused on any other ship.
One more thing though. You said you'll be based on a carrier: in that case, I'd recommend considering other ships too. Small ships that are much better for planetary flight, ships that have better supercruise handling, ships that have cockpits you like more, and so on. And hey, if you have a carrier, you can always bring more than one explorer ship with you!
On an explorer ship outside the bubble, I don't see why you need a wake scanner, point defence or fuel transfer limpet.
Sometimes, there have been NPCs sighted that jumped off into nearby systems. On the tiny chance that this would happen, you could follow it with a wake scanner.
Point defence: for when you get back to inhabited space.
Fuel transfer limpet: should somebody near you need a rescue.
Oh, and you mentioned that OP should get an AFMU too - but it is there. (Just turned off.)
and on an explorer, I'm not sure why you need that much shielding.
Heh, meanwhile, I thought that 450 MJ on an Anaconda is somewhat low

You could collide with a planet. You could collide with, and be destroyed by, tiny lifeforms in an NSP. (This
has killed explorers - for example, ask
@Orvidius) You could be attacked by a griefer - and so on. Sure, you can avoid all these if you don't land, don't go into NSPs, and stay in solo mode around popular systems. But when you're taking a ship out with all the bells and whistles, why not go for
all of it? I prefer to build ships that play to their strengths, and one of the Anaconda's is that it can carry a lot of stuff while still maintaining a high jump range. Of course, the other is that it can get the highest jump ranges, but the poster obviously isn't going for a cardboard build.