Well, rock music is a collection of (obviously) rock music from 70's, 80's and 90's, so I could pass that one around already, but I don't have the upload space anywhere to do that.
The scout mod I have there is not the fix I posted a few pages back, it's actually a version born from that which links the scout's mine detection to your faction's mine research itself. For instance, when you research mines, you get the detection capability, and as you improve your mines, your detection range increases. Each faction has different ranges based upon what I feel is the amount of work the faction has put into it based on the tech that's available and their interaction in established lore. I could pass that one around as well, but I'm still toying with the numbers so it's not ready for that yet. Of course, the hardest part about all of this is playing against AI's and getting them to build mines for me to test against. ;]
Currently, as I've told Ryat in a PM, I've got the TEC with the widest range, followed by the Vasari, followed by the Advent. My reasons are that the Advent's mines are just converted strike craft, which makes me think mines were just an after thought or a knee jerk response to the other two factions developing them. Homing mines are pretty awesome though. The TEC and Vasari went head to head in developing them, however, I have to assume that since the Vasari decided to develop a second type of mine, the TEC instead, put their efforts into detection. So that's what gives me my order of who can see better then who. So, eventually I was going to talk to Nacey about it after I had gotten it all worked out to my likings and seeing if it could be included as a minimod, especially after passing along an idea about the powerful pirates. Yeah, enjoy the future version of that.