Can I ask why you feel the Anaconda would "get there fast"? It seems to me that the fewer jumps off a single tank would require more time spent fuel scooping.
This is my main query really - does the bigger fuel scoop offset the smaller fuel tank? Especially now that we have to navigate around a (scoopable) star to get to the next star system in a jump route anyway?
All the Bucky Ball records are held by the Anaconda. Nothing covers 1 KLY faster when set up properly. A 7A fuel scoop keeps the tank full on every jump. Others may differ, but I always scoop and fill between jumps. I also take an extra 16T tank with me on the Conda so I don't have to re-plot very often when you hit a stretch of unsoopable stars. Stopping to re-plot to fill up the tank slows you down considerably.
When I outfit an Anaconda for extreme range, I'm looking to cover distance quickly to get to a specific region for a specific purpose.
I must admit - I do like scouting planet surfaces up close, but if a fighter can fill this role, then I don't *need* the AspX for that. Also a second SRV hangar is good, especially as I killed my SRV on my last expedition.
I haven't tried using a fighter for exploration, I guess there could be some fun there, but does the fighter really do something the Asp can't? The fighter can't carry an SRV. I doubt I would pay the hit on the jump range to have the luxury of taking a fighter on board, but it is an option.
That's why your choice boils down to your individual play style and what you like to do. I'm a bit of an objective driven player that sets specific goals I want to achieve when I head out. Others prefer to wander and take in the sights. There are multiple compromises between each style and the only way you get a better feel for assessing what it is that YOU want to do is to try different variants to see what works best in a given scenario.
I suggest that anyone trying to get their exploration experience, try a few 5 - 10 KLY runs to test things out before attempting the really long range stuff. When you decide it's time to head to Beagle Point and beyond, it really helps to be in the ship you'll be most comfortable with for the task.
Both the Asp and the Anaconda have a place. You can also do a lot with a Hauler, Cobra, DBX or many other ships now that they can all be Engineered for decent jump range. There are CMDR's who have been to the far side and back in Sidewinders including at least one that did so before Engineers were a thing.
It all comes down to how you want to do it. There's no single "right" way.