There's two aspects to this, of course. The ease of almost unlimited travel, and the ease of the actual exploration mechanics.
Zulu Romeo's successful voyage to Sagittarius A* is fantastic, but the scenario which allowed it is counter to the originally stated game design parameters that included wear and tear that could only be repaired at starports. Not wear and tear through interdictions, combat or overheating, but just plain mechanical failure over time, based on distance travelled. Exploration was clearly articulated by both David Braben and Michael Brooks as one in which deep space activity would only be possible for a group working in cooperation. They have not provided the mechanics to support that, and it's now just all too easy.
What the game seriously needs is a limitation based on wear, that includes a gradually increasing chance of ship hull and engine failure over time. Personally I'd like to see the practical distance between full servicing as 2,000LY, with catastrophic failure practically guaranteed at 10,000LY.
The second aspect, the process of scanning itself, has been simplified from the original design and has lost some of its early promise. It's an "OK" system at best, but not much more. Scanning desperately needs some sort of skill component to make it really interesting, but not so much that it becomes tedious.