Thanks for the replies!!
You are looking for a cookie-cutter, allround ship that just does not exist. I mean, it really depends what you want to do with it, but every specialized ship is going to be more efficient at it. Maybe sans the conda.
Which is why my Vulture is fitted for Combat only and my Cobra for Exploration only. When I need to go somewhere, I use my Cobra and have my Vulture transported there.
Or I use my Type 6 to do transport missions etc pp.
I'm not looking for an all-around ship; I'm just looking for two. One is the best "move around the galaxy" ship that has a good jump range. It seems that the Asp Explorer is still the best ship for this job. The second is a more combat-focused ship but still with good/acceptable jump range. The Cobra fit you linked does not even have M-sized weapons. On a combat fit vs. the Asp, the asp has 2 more S-sized weapons, has better shields and armor, etc. For the second ship, I want it to have more "teeth" than the Asp, meaning more weapons and I'd trade jump range for that. Being more combat-oriented, I'd also expect the second ship to have more shield capacity. So I guess the question is: which ship beats the Asp Explorer in terms of weapons but still has a decent jump range?
An ASPx can be very capable in combat until you're in the Master+ range and regularly facing ships with engineering mods.
What is a "Master+ range"??
I think some of your problem lies in the fact that what you're used to having just doesn't work with most combat vessels. Combat ships are not meant for long distance travel in the same way that a stripped down exploring craft is. And this makes perfect sense, the general usage of these ships is either within system or within a 10-15ly bubble around a single system. Your concepts of distance and average jump range that missions look for may have been skewed by race runs. Things like max sized scoops, fuel tanks, docking computers don't make sense for combat or even general purpose craft. Anything in the 15+ unladen range is more than sufficient.
A fuel tank is extra tonnage that will always be filled as you move around the bubble. Sure, it might mean scooping less frequently and when paired with the largest scoop you can fit, means very quick refill stops. But inside the bubble it is very rare that you find a stretch of 3 or more planets that you cannot scoop from when you're not stuck to <10 ly jump ranges. The bothers of more frequent refueling can be overcome partially by slowing to half speed as you move past the star (allowing you to dip closer) towards your next destination and saving your longer refueling stops for those stars that are unexplored since you are sitting there for several seconds scanning it anyway. It might not be ideal in your opinion, but it is entirely viable.
Docking computer? I don't even know where to start. This is something that takes up significant power, increases the amount of time it takes to dock at a station, and comes with the added bonus of occasionally deciding to slam you into the side of a station. Learn to dock manually. Learn how to dock manually when you're boosting to within 1km of the dock and using your landing gear as an airbrake. Much quicker and arguably more reliable.
Combat - I agree with what you say about combat craft. That's why I'm not looking at things like FDL. However, what I am looking for is something that is more combat-capable than an Asp that still has decent jump range. Does this ship not exist? I think this has something to do with my mindset as well. I've never fought in an Asp and like I said, I never considered it to be a combat ship. I've had hours and hours of combat in a Cobra, Vulture, Python, FDL, and even an Anaconda and these ships I consider combat vessels. However, I don't want to end up in a combat-fit FDL with 12-13LY jump range.
Fuel Tank and Fuel Scoop - I could take that out, but I like the extra "safety net" it gives me. Suggestions on what to put there instead? Shield Cell Banks?
Docking Computer - This is just me being lazy really. I loved using this back in the day when I was doing trade runs in an un-shielded Type-9. This allowed me to plan for the next leg of my trip as the DC was taking the ship into the station. Now I just use it once in the station (past the slot) to guide the ship onto the pad. Again, easy enough to take it out, but what to put there instead? For 0T weight, on priority 3 or 4, it's my guilty pleasure.