I'll [mostly] try not to repeat what others have said.
I must've done over 100,000Ly beyond the bubble by now, and I always take class D shields (for your Krait II I'd just shove a 4D shield onto it. all you need is a tiny bit of shield buffer if you land on high-G worlds - which I technically consider anything over 1G - or if you have a tendency to land hastily/hard), and a D distributor (usually like for like, i.e. a size 6D into a size 6 slot. I very rarely if ever drop down a size for PD's).
And I've never once used an AFMU... I think they're pointless wastes of a module slot as well as energy draw, and have little reason to be on an explorer's ship. They can only repair modules, not hull or ship integrity (the invisible 'health bar' that degrades over time through routine SC flight, which can only be restored/repaired at stations. long range explorers routinely fly at 0% integrity). The chief threats an explorer faces are hull damage, and perhaps a few percent module damage if they're forced out of SC (that risk increases if the pilot is fond of risking boosts via neutron stars and white dwarfs).
As for Engineers? I completely disagree unlocking all of them in the Sol bubble is at all necessary. But if you want a good jump range, and want the option of traveling large distances quite quickly, then accessing the top tier of FSD upgrades is hugely beneficial. I always have G5 FSD, and always fit a Guardian FSD Booster, which are mostly a boring nuisance to unlock, but very handy, as they are 'stock' upgrades to your ship, i.e. you have a range of module sizes to fit, and can therefore just increase a new ship's jump range by buying a module - not expending resources on the rather boring Engineer 'gameplay' loop.
And you didn't ask for tips, but I'll leave you with a general pointer; once out of the bubble, shut down all inessential systems (shields, PD, cargo bay - which should, really, be disabled on all ships all the time unless it's being used - SRV/fighter bays, etc). It reduces fuel use in FTL travel (supercruise/SC), but also reduces your ship's thermal footprint, which may, depending on ship and ship build, allow you to spend longer in a star's corona(?) refueling.
Do remember to enable shields (and PD) if you want to land on a planet, though. I recently wiped out 75% of my Orca's hull on a shieldless impact. To be fair, it was on a 2.2G world orbiting about 1.6Ls from a white dwarf... so it wasn't a conventional landing by any means. But still, heat and mild panic be damned I should've ensured my shield was fully back up before risking smacking into the ground.
The longer you're out in the black/bright black, the greater your chance of making a mistake - and obviously the greater the risk a crash entails. That's all part of the charm, frankly.
Just read your most recent post whilst I was typing this; some people scoff at taking a fighter, but ideally I always want to simply for the change of pace, and view.
Btw, this is
a rough draft of your Krait II. It's got 48Ly due to the G4 FSD upgrade (I've no idea if you have enough mats for a maxed G5), plus a size 5 Guardian FSD booster. Take those away and it comes down to about 27, so an Engineered FSD and a Booster make a huge difference. You'd get 51Ly with a G5 drive plus Booster. My Orca has a max of about 56Ly, I think, and that's without fully min-maxing for mass reduction.