For ship choice should I go off the tier guide on one of the main posts when fitting up a ship. I'm going to need FSD Injection materials as well right?
If you are able to engineer FSD and/or add Guardian booster so your jump range is 35ly, you won't need injection material. Over 50ly jump and you won't even need to think about plotting across the Abyss. (not sure where the cut off is, above 40 I imagine).
Fly your favourite ship as you'll be stuck in it for quite some time. For me, the Krait Phantom is a natural successor to the Asp and many parts are interchangeable, meaning if you already engineered an Asp, you can put those bits in the phantom to save time and effort. High 60s jump range is easily achieved whilst still leaving slots for the mining CG.
Store some parts for shipping out just in case. Eg refinery, collector limpet controller. Since you're in catch up mode, maybe go with an AFM for now and use the neutron boosts to fast track.... Swap that for refinery/collector when you arrive.
Don't neutron jump without an AFMU though... The neutron damages the FSD and when it hits 79% it'll start failing. That means hitting the jump several times before successfully charging and whilst no dangerous in any way, it soon gets tiresome and certainly slows your progress a *lot*. Repairing with the AFM brings it back to normal.