The main issue I see with such an approach is that the more tools you require of a player the more tools stop being viable. How do you do it? If you just make more stop to gather more mats to combat wear you've only added tedium aside from those who really like the SRV. Do you need repair limpets or an AMFU for wear and tear? What is extensive surveying? How does it work, just pointing at the start and waiting for a scanner to finish or an what are you doing type minigame? I'm trying to imagine how this game play would actually work given the options we have.
The way I was seeing was about making it more like a full on survival game once you leave civilised space, more Don't Starve than Terraria as far as surviving goes. Think more Apollo 13 rather than routine car journey.
Short trips of only a few dozen jumps would be okay as components would manage, medium trips of up to 100 jumps or so would require some AFMUs, reinforced modules and maybe a bit of redundancy, but trips beyond 10,000 light years would require you to live off the land, harvesting a variety of resources from a wide variety of different sources and generally trying to keep things running on a shoe string.
For the extreme survival scenario, I'd expect that almost every scanning, hangar and processing module would be required in order to keep things running. Pretty much every ring type would be required to visit on occasion, utilising every type of mining for different minerals (including commodities, not just micromats). Perhaps requring allowing scooping from the corona's of gas giants and the upper atmospheres of atmospherics (yes, I know that actually landing on the atmospherics is far off, but this would be still from supercruise above them) for additional commodities and micromaterials. Synthesis could be modified to require certain conditions in order to create certain things, such as certain local levels of radiation, certain strength gravity wells, specific local light spectra etc so that you have to track down the right locations to make repairs once you have found the required materials and commodities.
In effect, making it so that full survival off the land is limited to only the most skilled and best equipped pilots. Novice or underequipped explorers would instead have to steadily practice their trade by making steadily larger jaunts out of civilised space, testing and learning while tweaking their ship and modules before eventually their ability to maintain their ship exceeds the galaxy's capability to damage it. It would add skill and investment to exploration, without completely shutting out beginner players as there would be a smooth gradient going all the way from edge-of-bubble exploration out to galactic reaches exploration and everything in-between.
In-depth surveying doesn't have to simply another waiting game or another terrible minigame, but it could involve proper investigation work, requiring a player to do extensive work in nearby systems to find out what is happening in a particular system. For example, looking at interstellar comets that originate from a star could give you more information about what their Oort Cloud and Kuiper Belts are like. Checking the star from a variety of distances gives you multiple snapshots from different times due to the speed of light, giving a potential pool of information with regards to things like sunspot cycles and coronal ejections which could then be used to help gauge drop-in distance (get it wrong and you could be dropped right into the exclusion zone or catapulted into the far reaches of the system before your FSD overheats and drops you out of witchspace). Likewise, extensive checks from a variety of distances and angles will help you track down if there's any objects transiting the star, letting you figure out the ecliptic plane of the system to avoid crashing through any gravity wells or being thrown off course. Similar calculations could be made with regards to calculating redshift and blueshift to further tune our jumps if our drop-ins were to be affected by the velocity of our originating star relative to the target, a star with a large degree of blueshift would result in us potentially crashing into the star while too much redshift would result in our FSD not being able to focus. Further information could be obtained by gathering samples from asteroids and planets from nearby stars, telling us more about the various radiation cycles the star might have and whether it has undergone any notable ejections millions of years ago - information that would be used to optimise our jump further rather than jumping blindly. Checking similar stars in the same nebula would again give us more information regarding likely compositions. Thargoid infested regions could be even worse, with witchspace disturbances requiring identification, studying (which may involve hunting down local Thargoids and chasing them around to figure out their movement patterns and general Thargoid Traffic) and accounting for the extra stresses and deviations it would cause for our jumps.
Basically, we should have to act more like real-life stellar explorers before pressing the big red button, gathering as much information as we can from a huge variety of sources before actually travelling there, then breathing a sigh of relief that our calculations are correct and we haven't just crashed into a transiting gas giant or coronal ejection.