I like the scout carrier concept. It has a long life, as you can use it as a colony picket, jump point picket, or have it carry short endurance fleet scouts.
However, I would make it just a bit larger, to match the size of your smallest group jump engine. That way, you can have your parasite craft do a standard jump. And adding a maintenance storage allows it to repair parasite craft that have expensive systems. Like grav survey boats.
I would go with a somewhat less fuel efficient engine, and somewhat more fuel, especially as it is a carrier, and may occasionally host thirsty scout craft.
Also, while I appreciate the RP value of a completely independent capable scout, it is generally more efficient and effective to split up the role. For scouting, you want the largest possible sensor/cross section ratio. That is, instead of all the sensors on one fighter, you are better off with three smaller fighters, each being harder to detect.
Having some weapon is a good idea, as a common target is unarmed scout craft, survey craft, and jump gate construction ships. It would take an age and a half to kill a large ship with a miniaturized gauss, and it might ram you first, but it costs so little. However, again, you may want to split up the role. A sprint fighter with a minimal sized gauss cannon and FC, and a .1 HS active sensor would complement the slower, longer endurance scouts.