As I have stated elsewhere, my ideal exploration scenario would proceed as follows:
1. Jump into a system, engage your Omni-directional Stellar Scanner (HONK). The time this honk takes will depend on the Scanner Quality & Engineering.
2a. All Stellar Bodies within X Light-Seconds will get a detailed scan; bodies between X & Y light-seconds will get a low resolution scan-which consists of the darkened spheres with a "list" of probable planet types (but not size or distance from primary star) & the presence of any rings (but not what type of rings), along with the Emissions & Gravitational Anomaly readings; bodies beyond Y light-seconds will only get you Emissions & Gravitational Anomaly readings. The value of X & Y will depend on scanner quality, engineering & size of stellar body relative to Earth-size.
2b. The honk will also present a HUD display showing the approximate locations of all gravitational anomalies detected-via the use of different sized circles whose sizes will be determined by a combination of the distance and size of the anomaly.
3. Players can *choose* (emphasis on choice) to begin flying towards the indicated anomalies on their HUD, & then choose to attempt an active scan-using a Secondary Scanner Button-that will give a detailed scan of any stellar bodies within range. The range, angle & time needed to perform the secondary scan will again depend on the scanner quality, engineering & size of the closest stellar body. Whilst in-flight, the player can also *choose* to start resolving the Emissions data they received when they first Honked.....or hand off that job to a crew-mate. Alternatively, the player can choose to do all Emissions resolutions before ever setting out towards the stellar bodies.
4. However they chose to get it, once the player has a detailed scan of one or more stellar bodies, they can choose to either launch a probe towards it or-if they wish to save on the probes-use their own ship to do a "slingshot scan" of the planet, using a UI almost identical to the one they would use for a probe-only this latter approach would be more difficult and dangerous to pull off successfully.
5. Once the probe(s) have been launched & had their data compiled, your system map & HUD will show various "search zones", of differing size, showing where PoI's (transient and persistent) are most likely to reside, as well as what they are most likely to be.
6. Where applicable, players can utilise the active secondary scan controls to pin-point PoI & USS objects-in normal space......using a mechanic similar to SONAR.
Not included in the official run-through of my preferred method, but I would also like the ability for scans to highlight parts of a Main Sequence Star that will provide the fastest rate of refuelling, but at the cost of those areas being the most likely to erupt & damage your ship.
In the main, I believe my own preferred exploration activity is pretty much in line with the one provided by Mengy. The benefits of the system, IMHO are:
1. They retain the new mechanics suggested by the Developers-fully intact.
2. They introduce an additional layer of mystery to exploration, without totally blindfolding players.
3. They give players multiple paths towards achieving the same objective.
4. They will almost certainly result in the entirety of the exploration process being much shorter-per system.