Right clicking the "scout" ability will set it to auto, so each new planet it arrives it, it will choose another to explore.
Scouts seem to have a priority to scout the planets closest to your empire. Say your starting, all you have is your HW. There are three connecting phase lanes, to planets unknown A, B, and C. Sending one scout, he is going to pick one of the planets (say A), and then return to your HW to scout B and C, unless A happens to have a phase lane connection to B or C, in which case he'll take the direct route.
Also scouts are intelligent enough to know where other scouts are, and where they are exploring. In the above case, building 3 scouts one will go to each A, B, and C, with no unnecessary backtracking involved (or, if you built one immediately, and he goes to A then direct B, while the second goes to C, then the 3rd scout will obviously target a planet beyond). A little practice and you'll know how many scouts you'll need. Backtracking isn't always a bad thing, it means the scout did a 180 exit (thus usually taking less dmg then running to the other side) and gives him a little time to repair if he backtracks to friendly territory. Still less preferable usually.
Yes, scouts love to die at the pirates. The reason is not normally they feel the need to scout the pirates, but rather since the last scout died the planets "beyond" the pirate base has not been explored. If all planets have been explored at some point, scouts tend to go for the one with the oldest intelligence, the one the hasn't been explored in the longest amount of time. Again, since the pirate base normally kills scouts this usually ends up being a planet on the other side of the pirates, particularly when a player keeps dissuading them.
This is true of all Sins versions.