1. Don't need to do it.
2. Don't need to do it if they have the research. I'm not convinced they get to use artifacts like the other factions.
3. Modifying their existing ship should be adequate.
Pirates don't have a scout ship in terms of function (read that as ships that go out and scout), however, they do have a scout ship in terms of there being an actual scout ship. In the game, it's the Rogue that is classified as a pirate scout... There's just a few problems with that.
The first is that in it's role types, it only says:
typeCount 1
frigateRoleType "Raider"
It should say:
typeCount 2
frigateRoleType "Raider"
frigateRoleType "Scout"
(Or maybe just change raider to scout which could fix issues I'll explain in a second)
The second problem is that it's abilities read like this:
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
It should say:
ability:0 "AbilityExplore"
ability:1 "AbilitySabotageAntiMatter"
ability:2 ""
ability:3 ""
ability:4 ""
The third problem is that the explore ability is not active by default, but as that doesn't prevent other AI's from sending them out, it shouldn't prevent the pirates.
The fourth problem is that the pirate scout is an attacking scout, unlike the other races, so as soon as it finds a gravity well with anyone else in it that it wants to fight, it will. And more times then not, it loses.
The fifth problem is that the pirates can't replace destroyed scouts. However, giving a structure at the pirate base the ability to either make scouts buildable, or just bring scouts in as a bonus gift at a timed interval would remedy this situation.