I expect this discussion has been had several places, but this is the place I found it, so I'm joining in!
I agree the cockpit modes and firegroups needs a cleanup. The suggestion to make different firegoups for each mode is great, but I've been thinking maybe we could also do away with the extra keybind through this!
Setting up a firegroup should turn that firegroup into either combat, scanner or flexible mode, depending on the content, displayed in orange, blue or yellow (?). If you put in a gun, bam, no discoveryscanner or other scanning stuff allowed. Similarly, putting a discovery scanner would disallow adding a weapon. Some modules fit both modes, and so would leave the firegroup as "flexible", until a restrictive module is added.
Now, flipping through your firegroups would make the cockpit mode change, doing away with the additional button. For me it's an annoying extra button that feel superfluous. Switching modes would simply designate your cockpit mode to the mode matching the firegroup, and if you move to a flexible firegroup, you keep the cockpit mode from the previous one.
As far as I can see, this would keep all the functionality, but eliminate the extra button, as well as clean up the firegroup interface.
Every ship should come standard with two non-removable mappable hard points...
I like the idea of bundling the scanners, the clutter from scanners is getting a bit overwhelming too. Your idea is great, contextual actions like that would make sense, and honestly I think it would be pretty easy to integrate the functionality - I mean, it's what we get when we bundle the scanners in firegoups right now. How would you go about making the interface though? I imagine when you select a target and have the relevant scanner in your current firegroup, the interface would show the same indicators as it does now, giving the feedback of progress and intention. If no scanners are installed for the context, the interface should show that too though.