So I've been out away from human space since December in this:
http://www.edshipyard.com/#/L=706,mpa0Wg0Wg,2-7_B69Y8SBaD88I,53c1Oc1Oc7UI0Nm0Nm08c0nE5fa2jw2UI
It was a bad idea, way too overkill. I'd instead recommend this:
http://www.edshipyard.com/#/L=706,mpb0Wg,2-6QBa9Y8S2CD88I,53c1Oc0PA7Um0NcmpW2jw2UI
Key notes:
1 Heat sink. I've used one full one in 4 months so you should be ok with one.
A rated powerplant for heat management.
7D thrusters for planet landing. They help a lot, 7A are even better if you are doing canyon runs and stuff (Distributor for boosting can also be useful if you are a stunt pilot

).
D rated everything else apart from FSD.
7A fuelscoop - can be downgraded if needed for cheaper build
4 SRV's for security since the last thing you want is to have an accident and be 25,000Ly from a new SRV
6D shields - Solid amount for mishaps, can be downgraded but it's very nice not to have to worry too much when landing.
2X AFMU's
Optional for the empty slots: Doubled fuel tank, further AFMU's, docking computer
6D shields should be enough to keep you out of danger on your return. If you are still pessimistic then 6A. Taking weapons implies you intend to fight, explorers generally run because data is worth more than the bounty on attackers, focus on defence not offence is therefore my advice. If you really really feel threatened throw a chaff or two and some shield boosters on but you kill your range a bit. Also added a distributor for boosting to this build:
http://www.edshipyard.com/#/L=706,m...0_g,2-9YBa9Y8SBaD88I,53c1Oc0PA7UI0NcmpW2jw2UI