The Neutrino Detector mechanic is not really Fun.
In theory, it's supposed to provide a way to explore systems and find distant pieces of interesting space-junk to loot.
The reality? Not so much. If you're efficiently canvassing a system to Survey the planets, you'll find pretty much everything. If you add in a cursory zip around asteroid belts, you've generally found everything worth finding. So, it slows you down, eats a resource you don't want to carry around that's quite expensive, and adds very little new Fun. Meanwhile, you're eating time spent playing on staring at a UI element, hoping that it's not just a pointless goose-chase.
A better mechanic:
Using the Neutrino Detector should eat X Volatiles, require the fleet to stay completely stationary for a full day. Once it's run, then the System overlay should now mark the locations and size of the sources, because the positions have been triangulated (see mockup illustration).
It won't tell the player whether the sources are false-positives, but it'll give the player something to steer towards and make using it less clunky.
In addition, this is an opportunity to create better tension and Adventure. Distant sources of neutrinos, outside the periphery of a System's planets, might be Something Very Interesting. Maybe it's a Pirate fleet, undergoing a stealthy rendezvous (and not thrilled that it's been noticed). Maybe it's a small group of "berserk" Domain vessels, lost in the void. Maybe it's someone who needs a rescue. Maybe it's just an interesting wreck. Maybe it's just some radioactive garbage from a long-ago space battle; junk, but
interesting junk, because maybe it has a clue about where a nearby Pather base is located, or something. So running out into the deep black of a System to chase down one of these sources is potentially lucrative... and potentially perilous. That sounds like fun.