Interesting. I like seeing how different people approach design.
I am a big fan of jump scouts. I build jump scout fighters to probe the first jump points I discover, as it is a lot easier to research a small jump engine, and I don't need to retool.
However, my jump scouts tend to be long endurance things capable of face checking rocks in a whole system, not just probing the jump point itself. Again, because of how they evolved in my campaign. So my jump scouts tend toward the maximum range of the jump engine, either 200 tons (at efficiency 4 tech) or 250 tons or 500 tons at efficiency tech 5.
My fleet scouts and probes tend to have much higher engine ratios. I like having a design with a size 1 engine, a small fuel tank, and a .1 HS active res 1 sensor. Basically, if it is right on top of a rock, it can see anything on that rock.
The Smart Rock is a very useful thing as well. I use them in my campaign. Although for RP reasons, I gave it a 50 year crew endurance to simulate the cost of an AI appropriate to its mission. Most of the cost of it is having a ship drop it off, and the button clicks needed to create their task group, and the tedium of scrolling past all the task groups devoted to monitoring this or that jump point.
As far as design issues, the only thing I would suggest is separating out the jump engine from the carrier, and have a commercial engined jump tender. You get a somewhat smaller cross section and thermal. Where possible, have commercial ships for jump tender and tankers to save maintenance costs on your military ships.
Also, maybe not on a 1 hangar carrier, but I really like having additional maintenance storage on my carriers to ensure that they can repair any damaged system of their parasite craft.
My early rock checker designs were limited by having to carry a jump engine, so they couldn't be both fast and long ranged. Since they had operational range in the years, they needed their own engineering systems too. My early design assumptions for my rock checkers took a while to evolve as my fleet started including a lot of jump tenders and small carriers. Carrier mounted scouts don't need engineering systems or jump engines, and so can be more efficient in their role. And they don't need quite as much range, so can also have higher boost engines. And yeah, something that only probes around the jump point itself can be a lot more minimal in terms of design.
My early scout assumptions were built around pinnaces leaving an Earth PDC CV, probing newly discovered jump points, and returning when their maintenance/crew endurance started getting low, or whenever was convenient to reset their clocks. But as the survey ships start getting further out, it makes more sense to have the scouts with the survey support carriers themselves.