Sigh, yes, when the map is a couple of thousand hexes across, you need a ship that can see that far.
Technically, none of the default map sizes are a couple thousand hexes across. Even on Insane, the maximum straight-line distance is only 761 tiles.
In this case, we're talking about a 4X game; eXplore, eXpand, eXploit, eXterminate. Generally in that order. The current sensor mechanics render that exploration stage moot for all but the larger maps. It hurts gameplay by taking away what I would expect to be a game mechanic - choosing where to scout, how many scouts to build, etc.
Why is there this claim that sensor stacking removes exploration from the game? Sensor stacking at its current levels does not remove exploration from the game except on map sizes where exploration is essentially nonexistent anyways. Even on Tiny maps, your basic turn-1 maximum-sensors ship still needs ~84 actions to fully explore the map using a perfect exploration pattern that wastes none of the ship's tiles revealed per turn, and this on a ship design that has a base of 1 action per turn. I'm sorry, but if the exploration phase isn't essentially over ~40 turns into the game on a map where the maximum straight-line path length is only 61 tiles, then I think there's something wrong or you invested far too little into exploration. There's a case to be made that Interstellar Sensors are too much of an improvement so early on (a sensors-only cargo ship with no capacity bonuses or non-hull non-component sensor range bonuses goes from 13 to 22 sensor range by switching from Navigational to Interstellar Sensors), but this is more of an issue with component progression than component stacking, and that Interstellar Sensors are available early on is mostly the fault of the value of the +1 movement at no cost other than research offered by Interstellar Travel.
One sensor per ship. No stacking.
Then do the same thing with ship engines. One engine per ship. No stacking.
I dislike both of these suggestions. Your suggestions remove most of the costs of getting high sensor range and high numbers of actions per turn. Sure, it puts easily-controlled limits on these, and yes, if you put a cap on the number of one type of component you can have you do sort of need to have a cap on the number of the other type of component, but now there's little real tradeoff between actions per turn and ship capabilities. You don't have specialized exploration vessels (which have a balance of speed, range, and sensor range), you don't have specialized surveillance ships (which, depending on objectives, might mostly focus on sensor range at the expense of most other things), you don't have much of a tradeoff between lots of actions per turn and ship durability/firepower.
People like games to be balanced
Actually, people like games to be fun. "Balance" is only a concern when the issue is significant enough to prevent the game from being fun.
Beyond that, this
In this case, we're talking about a 4X game; eXplore, eXpand, eXploit, eXterminate. Generally in that order. The current sensor mechanics render that exploration stage moot for all but the larger maps. It hurts gameplay by taking away what I would expect to be a game mechanic - choosing where to scout, how many scouts to build, etc.
is a question of game pacing, not game balance.
This
When one option is overwhelmingly better than others (like in this case, one sensor barge is way better than 5+ tiny scouts) picking other options is just silly. I don't doubt most people use sensor stacking - it feels dumb not to when the option is there; that doesn't make it a good mechanic.
is a balance argument, though it's also one whose validity is questionable. Assuming no capacity bonuses, a turn-1 max-sensors cargo ship will have 1 base move and a base sensor range of 13, and costs 185 manufacturing. A turn-1 max-sensors tiny ship under the same assumption will have 1 base move and a base sensor range of 5 while costing 50 manufacturing. The max-sensors cargo ship will be able to explore up to 27 tiles per action; the three max-sensors tiny ships you can build for about the same cost will be exploring up to 11 tiles per action each, and moreover can explore in several directions whereas the cargo ship can only explore in a single direction. The initial sensors-only cargo ship is not so superior to the initial sensors-only tiny hull as to be a no-brainer choice for exploration. Nor, for that matter, is the sensors-only cargo hull so superior to a sensors-and-engines cargo hull as to be a no-brainer choice there. Switching to Interstellar Sensors allows the cargo ship, under the same assumptions given earlier, to explore up to 45 tiles per action, while the 4 full-sensors tiny ships you can build for the same manufacturing cost and using Interstellar Sensors each explore 13 tiles per action. The only place where the cargo hull really has an advantage for exploration is the degree to which you can alter the balance between sensors, engines, and life support components to get the performance you want.
If you sacrifice sensor components to fit a hyperdrive, then you're getting a a base of up to 7 tiles explored per action and 2 actions per turn on each of 3 tiny ships or a base of 25 tiles per action and two actions per turn on 1 cargo ship using Navigational Sensors, a Hyperdrive, and the base hull capacities and component requirements.
3 tiny ships can explore in three directions at once whereas 1 cargo ship can only explore in 1 direction at once. 3 tiny ships cost roughly the same amount of manufacturing as 1 cargo ship. 3 tiny ships with 1 hyperdrive and 1 sensor explore tiles at roughly the same rate as 1 cargo ship with 1 hyperdrive and the rest filled with sensors. 3 tiny ships filled completely with sensors explore at roughly the same rate as 1 cargo ship completely filled with sensors. As far as picking exploration ships goes, this does not seem to be the completely trivial decision that you've made it out to be. It may well be the case that a cargo ship with a balance of hyperdrives and sensors will be greatly superior to the equivalent cost in tiny ships for exploration, but I would not consider a cargo ship with a balance of hyperdrives and sensors to be a 'sensor barge;' that designation implies to me a vessel which has sacrificed most or all of its other capabilities to enhance its sensors.