My default assumption is that a Type S lent out to a detached duty scout will be very not-new, but still sound. It won't have specialist systems, like whatever normal sits in that empty space in the CT version of the Type S. It will generally have an Air/Raft, because one's listed as a standard piece of equipment. It's probably as old as the ship and twice as beat up. As I use TNE or GURPS this means high wear values (TNE) or low HT scores (GURPS).
However, while the ship might be complete and everything's working, and the spare parts bins supposedly filled and up to spec, there's a good chance that the parts don't all fit the ship, or there are three of one thing and none of another, and so on. The vacc suits are probably as old as the ship, and if you're lucky the only thing wrong with them is that they stink as soon as they're warmed by body heat, and nothing can get the smell out. But any real scout has their own custom suit anyway, right?
I would provide the Generate program if using CT in most cases - the Scouts want the ship to see use, and to fly to odd places and see interesting things, so not providing it would be counter-productive. It might require a little 'favour' to get it, though. Likewise, the ship would have one trip's worth of life support, and be just out of annual maintenance.
However, if there's reason to believe that the character didn't leave in the best odour (like getting snake-eyes on the re-enlistment roll), then things might not be so rosy - like having to buy life support supplies, for starters, or 'non-essential' systems not passing their inspections and thus being prone to breakdowns. All that good stuff.