Awww, poop. Coriolis not being cooperative so I can't post a link.
Anyway, here's the changes I'd make....
Light Alloy hull. G5 HD + Deep Plating (cos it weighs nothing so you might as well)
2A PP. G1 OC + Thermal Spread (cos it's easy to mod' it to G2 or G3 if you ever need more power)
4D Thrusters. G5 DD + stripped down (cos they're faster and heat generated by thrusters is rarely an issue)
5A FSD. G5 IR + mass Manager (cos it gives the best range)
2D PDist. G5 Engine focused + Cluster capacitors (cos it's all you need)
4A Fuel Scoop (cos the DBX is already slow at scooping so it needs the best scoop you can fit)
3H Guardian FSD Booster (cos the biggest remainig slot is a C3)
3D Shield. G5 Enhanced Low Power + oversized (cos you're likely to only need a shield to protect you from isolated bumps)
2A AFMU
2E Cargo Rack (for use with limpets)
1D Repair Limpet Controller (cos it might come in handy, especially if you happen to crack the canopy - and we're getting to the point where there isn't much useful stuff to fit)
1D Mining Lance (cos you might need to collect mat's or shoot stuff)
That'll give you a ship with an ultimate jump-range of 71.26Ly and a practical range of 66.2.
If it was me, I'd also look at fitting a couple of 0E shield boosters (and then cranking up the PP if required) to strengthen the shield if you're okay with losing a small amount of range.
I don't think you need the extra tanks. The DBX has a decent-sized fuel tank (same size as an Annie!) and can manage 5 or 6 big jumps between refuelling.
I always fit a Mining
Lance to my exploration ships because FDev has a habit of wanting us to interact with stuff by shooting at it.
If you can't fit a Mining Lance, fit a regular mining laser, just in case you need to get mat's for an FSD injection from an Asteroid.
Disable modules you don't use all the time (AFMU, Repair Controller, Mining laser, Cargo Hatch).
If you need to repair you can disable your thrusters and/or shield to provide power for the AFMU.
If you need the mining laser you can disable your FSD to provide power for it.
On the subject of power, never, EVER, try to be clever by setting your ship up so it'll only fly with the SRV hangar disabled.
If you do that, you'll deploy your SRV, your ship will return to orbit and then, when you recall it, it'll fall out of the sky and explode.
I know your build doesn't do that but I thought it was worth mentioning.