The problem is, how to fix it? More jump range won't help the ship at all. As long as it wouldn't be massively better than the AspX, it would still be overshadowed by that ones bigger internals. Even for those players who still need to watch their spendings, the difference between the two Asp models is not that massive, that the scout could really gain an advantage. And the AspE (or the Anaconda, if credits are not an issue) already have so high jump range, it's really only very few extreme cases that you might want more. Those cases are not often that they would make a point for the AspS, would it have more jump range.
With exploration out of the way, combat is the only way to help this ship. Unlike many others, i actually at some time did give the ship a try. It was more agile than i expected. Especially it's yaw is quite good. The problem is the ships shape. It's just so large when seen from above or below and even from the front, it still is a wide target. And with this at hand, i unfortunately i am at a loss. Firepower and maneuverability are actually on par for ships of it's price cathegory. When you look at it's size, it suddenly is short on weapons and defense, while being very agile.
So in terms of how much it costs, a boost would not be justified. In terms of size a few more hardpoints would be fine, but then it would also have to be more expensive. But really, mostly it would need much stronger shields and/or some more utility slots. For a real combat ship it's just too vulnerable for how big it is.
Unfortunately i also see that this is a thin line. There's plenty of other ships in the same range of cost, weapon and agility, which simply excel by being a smaller target. Making the AspS more viable by making it more durable might actually kill several other ships. So as long as the AspS is as big as it is (and changing the size would require a complete rework of the ship, so it won't happen), i really don't see how to make it useful without it also being a bit of a balancing oddity.