Well, not quite: it's only quadratic, being simply proportional to the area of a circle of the same radius
This is one of the weirder ways in which GC*'s abstractions leak. GC* components give linear increases in effect, with no per-ship component limits. Obviously, we all do this with weapons. You can also do the same with engines (and speed-boosting starbase effects) to create slingshot zones in your backfield, where your rally-pointed doom stacks therein can get a (one-time) speed of 50+ ... which behaves as a stargate or Teleport spell in other games. (Ergo, there is no separate "stargate" tech, even though a B5-like jump gate is shown in the pre-game cut scene.)
Some other games (e.g. SE*) add more tiers of sensor/anti-sensor duels, e.g. cloaking beats normal sensors, tachyon sensors (shorter range) reveal cloaking, ...
Extreme sensor capability is -- cute, but how do you actually use that to (help) win? Does it mostly help you to not-lose, cf. Battle of Britain? (That requires an enemy who's actively attacking you.) Have you been building new sensor wagons throughout the game, e.g. whenever you get a larger hull or new sensor tech? I assume you didn't just go from sensor range 6 to 77 in one jump.
This would be a hoot to do in a 100-AI game, just to watch them war upon each other while you stand on the sidelines and cheer both sides. I wonder: would your game turns bog down in wall clock time, as the poor GC3 graphics engine is forced to render more stuff?
A good AI will, of course, do this to you. Then your Eyes see each other at range 75 ... and you can read each others' Details