For the OP, here's my friendly advice: Start in an adder or hauler or even a cobra (pick the cockpit you like best, you'll be looking at that cockpit a lot) with a detailed surface scanner, an intermediary discovery scanner (and the best fuel scoop you can, of course), D-class equipment to save weight, dump the guns, improve the frame shift drive and go out there, give yourself a little trip around 500/700 light years away for practice.
I did exactly that in an adder, gave myself a little nebula to explore, came back and made about 3-4 mil. That'll give you the funds to move on to the next best thing: An exploration-pattern type-6. I explored the Cat's Paw nebula (5000 LY away) in mine, had a few adventures that had me nickname mine the 'Sundiver', and you know what? I bought an Asp and only use it for trading (bigger hold than a type-6). The Sundiver's 30 LY jump is enough for me as I'm not an 'edge-runner'.
I do have a trick to offer for weight-saving: Not only should you dump the guns on a pure exploration vessel, but you can downgrade the CLASS of the power distributor and reactor to save even more weight. Here's an example with my 'Sundiver' setup:
http://www.edshipyard.com
/#/L=60W,,2-3m6u6Q3m3m3m6k,50y0OE05U05U7Q42jw2UI
-Dump the guns/Best scanners/Best frame shift drive/good scoop/most equipment is D-class for weight saving. (the basics)
-I downgraded the reactor and power dist, that distributor is just strong enough to give me afterburn at full charge.

-I find the field maintenance unit to be useful, after one restored my ship from heavy heat damage.
The caveats to this design:
-I did allow myself a .4 LY sacrifice to keep the shield, would hate to be interdicted and shot down after returning from a long trip. The shield helps escaping those.
-I do keep the cargo holds, empty they don't take weight, and if, if I happen to find a signal source way out there and it's some sort of alien artifact, or other fun find, I won't beat myself up for NOT having cargo space.
-The reactor is so weak I really have to tweak what modules I turn on or not. Cargo hatch is always off, power dist and shield are only on while in inhabited space and I think i have to turn off the fuel scoop, could be the fault of that heat sink launcher I experimented with. Anyway: low power warning, but it saves weight.
Best type-6 I can wriggle LY out of, the theory for an asp would be similar.