But the Annie isn't that much better it's didn't turn it waited for the universe to rotate round it .
For me the potential jump range of the Anaconda did not compensate enough for its turn rate in super cruise which annoyed me so much that I have never bothered building it for exploration.
The Ship definitely requires engineering for QoL.
Thing is, "exploration" (for me, at least) creates it's own mindset.
You don't
need to be "reactive" to anything else that's going on around you so you can just kind of amble around, at your own pace, smelling the roses.
The only quantifiable drawback of the Annie, IMO, is the lack of SCO but
that's mitigated, these days, by the FSS, which allows you to scan a system before you commit to travelling 160,000Ls to see a barren rock.
That (again, for me) creates a couple of "benefits" by making me feel like I'm doing sciencey stuff while I'm exploring
and makes me feel like I'm actually doing something significant when I
do decide to travel a huge distance so I can be the first person to stand on some planet.
at its time Annie had the highest jumprange and you could fit all your needs, incl double-afm....
but nowadays its an oldtimer...
TBH, that's always been the case.
In lore, it's supposed to be a ship design that's hundreds of years old and, to me, it looks like it.
It's kind of like buying an old-fashioned clinker-built fishing boat which, despite it's age, might still be superior to a modern fibreglass boat for certain sea conditions and be easier to repair in the event of damage, which kind of fits in with the "vibe" I want for an exploration ship.
I'm sure FDev would hate to think it's what they've done but, by giving us the FSS a few years ago, and recently giving us the Nomad, they've helped ensure the Annie continues to be a viable exploration ship.
Still boldly going...