IMHO, your build is kind of passable for short range exploration, and just completely inadequate for long range. Well, some of the basics are ok, like D rating certain modules. Other than that.. let's get started
I put together a guide on this, including example builds - the link is in my signature. Currently on the Distant Worlds expedition flying a conda and pretty happy with it so far (also did a week long shakedown before the trip to be sure this is the build I want).
Overall, you took a highest jumping ship in the game and gave it a Cobra-like range. Will it work? Sure, but there's no point in taking an Anaconda if you're going to have 25ly max range, get an Asp instead and be able to maneuver faster and land easier. You absolutely do not need that 128T of fuel, replace with a class 7 scoop (can't afford a 7A, put a B or a C in). There's no unscoopable fields so vast you couldn't reach a scoopable in a few jumps, engaging economy mode if you must (but that requirement is extremely rare, particularly if you avoid the unscoopable region in the center plane by going 100-ish ly up or down).
Here's a few short suggestions:
- downgrade the power plant to a 3A/4A, depending on the final power requirements.
- get rid of all the extra fuel tanks, they are absolutely not needed.
- replace 6B AFMU's with A rated ones, they repair more overall, don't just look at the ammo amount, also look at how much it repairs with a unit of ammo. A's are better in every way.
- put the best class 7 scoop you can afford on.
- Bi-weave shields have no place on an explorer's ship. You need protection from a momentary planetary landing thud, whether they come on in 30 seconds or 2 minutes after being dropped is irrelevant. Get a light D rated standard shield generator instead.
- Mining and long range exploration don't mix well together, your range is already woefully inadequate, and filled up with minerals it'll go down further. Get rid of the refinery and mining lasers, you won't find any new alien minerals out there. Not how the universe works, all elements are a result of fusion in stars that went boom, a process that happens everywhere
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If you want to mine, stick close to the bubble and make a mining build that has more cargo space and collector / prospector limpet controllers.
- SRV bays are needed for planetary landings if you intend to drive around.
- 5 heatsinks are overkill. 2 should be more than enough.
- point defence is pointless even in combat for the most part, given how useless missiles are atm.
- chaff is also dead weight, I'd remove it. If interdicted on the way back, submit, high wake out. Done.
Of course, as it is, it'll work, but there's a lot to optimize there. Unless you just intend to stick close, but I really recommend a lighter zippier ship if you're going to keep your range in the mid 20's - a high range is what the Anaconda's main advantage is, and you've completely neutralized that advantage in that build.
Check my guide for more detailed explanations on each category if you like, but that build needs some serious fixing
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I can also say I really like Dommarra's build, it packs one beam laser but it's a good one, still retaining a lot of range. Probably a much better way to go if you want weapons out there than packing a bunch of class 1 laser pointers that take forever to peel off paint off the enemy's ship
