I agree but my preference was to increase my Hull Armor since you cannot always repair your Hull in the deep black. When outfitting a 64t fuel tank and I could jump out to 950ly before refueling while other lighter builds could pimp out 10% more range. It's comes down to what trade off you're willing to make when outfitting. Either pushing jump range or take a potential 10% range loss for diversity utility while retaining an excellent jump range to bus around the bubble.Store or sell the Military Grade Composite hull and it will replace with lightweight one, shedding 54.6 tons of weight your jump range goes up to 61.69
This was the thought process behind the ship design: You will need cargo to unlock engineers, you will need SRV to farm materials, and you will need enough range to jump past space gaps to reach guardian material/blueprint locations. Pretty much the essential activities to help improve your ships, as you work towards your personal goals since most engineered ships will outperform stock builds. For example, 5A Collector Limpet module engineered with Light Weight offers higher control range than 5D at a significantly lower mass/weight than the 5D. Same type of adjusting to improve ships to squeeze extra jump range, base/boost speeds, power consumption where lower PP/PD could be considered...
That's my logic. There are other ships that have good jump range and diverse utility; the AspX happens to be my choice for a fraction of the cost to an Anaconda, Krait Phantom, or Krait mk2...