Explorer with high jump range should be offset by no hard points. If the idea is to explore only, then you don't need weaponry. Someone else suggested zero hardpoints and multiple utility slots for defence and I can't disagree with that. No weapons means you can fit a smaller power system = more jump range.Still need a Large Explorer with high agility but only 2 Med Hard Points
Not sure why you'd need high agility on an exploration craft. I'd expect something like the Discovery One from 2001. Long, sleek with drive unit in back and crew cabin up front. A simple, elegant design with multiple C1 & C2 module compartments for scanners, repair limpets, AFMU, etc. and a pair of C4 for SRV's and maybe shields. C5 for a fuel scoop. Low hull points and turns like a Corvette.
I'll go further and specifically recommend:
6 - Utility slots
1 - Planet Landing Module slot
4 - Class 1 module slots
2 - Class 2 module slots
1 - Class 4 military slot (reinf or module protection)
2 - Class 4 module slots
1 - Class 5 module slot
I don't think a C6 FSD is out of the question with a large ship like that. Mass would be in the 275 - 350 (Anaconda is 400) base range with 45 LY jump range without engineering. Should be able to get 60+ LY with tweaks. More with synthesis and neutron boosts, obviously.
And a suggestion from left field. See if the Kubrick estate (or whoever owns the IP rights to 2001: Space Odyssey,) will license the actual design of the Discovery One for use in-game. We already have the Blue Danube and it would be a hell of a tribute.
