When I travel a neutron route, I employ the help of the spansh plugin for EDMC. Note that the original plugin is not working anymore, but there is a working
fork. Similarly to what you can do on the spansh website, it allows you to plot a route from your current system to your destination via neutron jumps. You need to feed your ship's jump range into it, and you might have to play with the efficiency slider to get the least amount of jumps. When you reach a waypoint, the plugin automatically copies the name of the next waypoint to the clipboard.
In practice, I plot a normal route to the first waypoint (neutron star). Once there I do the scoop and take a mental note of my ship's jumprange. If the next waypoint (neutron star) is within the jump range I just select it as target, do the jump, repeat. If it is further away than I can do in one jump, I then plot a normal route to the next waypoint. Then I select the fourth system on the ploted route as target (DON'T plot a new route, just select it) and do the neutron jump, and do normal jumps until I reach the next neutron star. Those normal jumps also are an opportunity to fuel up.
If I have an ideal route with a lot of neutron jumps in a row, I keep an eye on my fuel level, and when it gets dangerously low, I do the next jump not to the next neutron waypoint, but a neighbouring fuel star.
From there it is rinse and repeat. The FSD will take a small amount of damage every time you do a neutron scoop; once it reaches less than 80%, you start to get malfunctions. Then I usually drop to normal space, throttle down and repair it.
Personally, I don't like to travel in ships that have a small tank compared to their fuel usage; the Kraits are great for traveling because of their comparatively large tank, I can do like ten or so jumps in my Phantom before I need to fuel up.
Regarding the build: I think that's a bad build in a few aspects (generally you have to be very careful with the D2EA builds in my opinion). It is a total paper plane minmaxed for jump range, and thus leaves very little room for error. Also, undersizing the power plant and overcharging the heck out of it is a bad idea. If you overcharge, don't blindly G5 it, just do as much as you need. Personally, I would not take a manifest, wake or xeno scanner on such a ship. RP wise it's a nice idea, but for an explorer, the manifest or wake scanner is useless, and in such a paper plane you don't want to go around and scan goids. Correct me if I am wrong, but it's not of any use for anything else out there.
Personally I would put more emphasis on security and safety and sacrifice a few ly. Quick and dirty clicked together, I would build something like
this. Key points:
- Engineer the lightweight armor. As its weight is 0, all armor engineering comes without jump range penalty
- use the V1 FSD from the tech broker. It's worth it.
- personally I would not sacrifice too much on the thrusters, and I would engineer them fully.
- Instead of minmaxing the power plant for weight, use an armored one. The PP is the only thing you cannot repair in the field. Armoured is always the right choice unless you're really low on power.
- The 0E shield boosters are the explorer's friend. Low weight, but decent shield boost to protect against mishaps. As the shields' main task is to protect you from impact, I would engineer them for maximum raw capacity.
- Taking a repair controller is optional, but doesn't hurt. Note that you need a cargo rack for limpets, and either bring them or synth them.
- If you have empty slots: Fill them with AFMUs and turn them off. They are basically free, they have no weight. Might as well save on AFMU synth, just in case.
- Always turn off your AFMU(s). When you need them, you're either throttled down or landed, so I never factor them into my power budget. I put them on 1 and turn them off, and when I need them, I turn them on and they take priority over other stuff.
- The point defence is optional, but a good idea if you decide to visit guardian sites. Make sure it is on top(!) of the ship.
The Phantom I clicked together still jumps 62 ly, but it's much more secure. I'm sure others have more good advice how to improve it.