Oh, that's not necessary, just some advice is fine, I mainly would like to see examples of existing designs and how they were used, as well as advice on how to use cloak ships.
EDIT: Or I could give the save game if you'd like to critique what I've done so far.
Well, if you want a stealthy scout you'll want it to have excellent passive sensing abilities, a small hull size, and very low emissions. So it'll likely be small, slow, and lack active sensors.
And it takes a fairly long time before cloaks are really compact enough to be worth it, IMHO. If you want an all-purpose exploration ship, you need jump drives, geo- and grav-sensors, high fuel efficiency (if it's expanding your outer borders, by necessity it's going to be a long way from refueling sites), and a long endurance time. I also prefer to have hyperdrives on mine, because it really speeds up surveying the outer portions of most systems.
I played around with stealth surveryors, but found that it was generally just more cost-effective to build several survey ships for cheap. I lose some decent survey officers that way, but hey...that's why you have military academies.
I actually fast-track space exploration by making two classes of surveyors:
1. A fast, jump-capable grav-surveyor with moderate armor and light weapons. Since grav-sensors make it a military ship anyways, I might as well take advantage of that. I stick one geosurvey sensor on it so that I can scan nitrogen-oxygen and nitrogen-methane worlds for possible NPRs and colonization purposes.
2. A slower, but long-endurance geosurveyor with commerical drives for followup prospecting. Once I've grav-surveyed the system and determined it to be safe, I'll drop one or two of these into the system (they're not jump-capable so I either build a network of jump gates, or use a civilian jump tender) and set them on automated survey. Since they're so small, I can crank them out by the score, and work on training up fresh new survey officers while I'm at it.