On the restless road to nowhere, there's no certain peace it seems.
Technically you could sort out the pilots who reference unexplored space and just use those but why would you do that rather than leave unexplored space in and just not explore much.
Even if you don't spend time exploring, the location still mitigates the problem of culture resources being generally unavailable but one player having already colonized a world which provides culture using a base action.
Just for the runaway leader mitigation the module is useful.
A few of the pilots and new planets and new secret mission goals reference unexplored space cards, so they would be hard to remove. You could just remove the bad exploration cards. That should remove most of the "press your luck" feeling.