Yep, you're right. It isn't necessary...just a quality of life thing. You can have a ship with a 78ly jump range but still jump only 8ly...or less. Experienced explorers may have come back to the Bubble for one reason or another and just want to head straight to a specific area that they haven't explored in depth, a big range allows them to get there quickly and then just get on with stuff.This is what I've been wondering about as well. To me, and I could be totally missing something, but extended engineered jump distances would be more desirable for traders, and miners where you need to get from point A to point B as quick as possible to avoid pirates. But pure exploring, all you really need is a ship that is big enough to haul the things you need - fuel scoop, AFMU's (I take 2 so one can repair the other if needed), Shield Generator, SRV, DSS scanner, and a FSD drive to get you from one scoopable star to the next. To me, exploring isn't about getting from point A to point Z in one jump, but getting from A to Z by stopping at B, C, D, etc. . . along the way and gathering data as you go.
Getting back to the bubble as fast as possible to sell your data could be nice, but really isn't necessary - as you'll continue to "explore" as you head back home.
To be completely truthful though, the main reason I don't have an engineered drive (or engineered anything for that matter), is because I loath all the bullsh.t you have to do to get one. It would be nice, if a player had a few hundred million credits to spend, that he or she could simply just buy one, but alas I'm not a developer.
Engineering. I'm split on that. I like the idea that it guides players through most career paths to open the game up for people but some of the design decisions are just infuriating - is it Kamitra cigars that always require you to go back for a third trip, whatever your cargo hold size, for a piddling five more cigars?