You may want to borrow a couple of pages from Mutants & Masterminds 3rd Edition. Specifically the "Degrees of Success" mechanic and how easily that integrates with providing additional information. (M&M3 uses this for
everything with great success; it's not always relevant to the check but it is a great guideline for when to give something extra to a spectacular check. It also highlights how big a modifier +/- 5 is in that system.)
Degrees of Success / Failure:
Each task has a DC. Meeting the DC is one degree of success - enough for a basic success. For every full 5 by which the DC is exceeded, you gain an additional degree of success. (DC to DC+4 is one degree; DC+5 to DC+9 is two degrees; DC+10 to DC+14 is three degrees; DC+15 to DC+19 is four degrees; etc.)
Failure to meet the DC results in degrees of failure. (-1 to -5 is one degree; -6 to -10 is two degrees; -11 to -15 is three degrees; -16 to -20 is four degrees; etc.)
A natural 20 on the skill roll automatically increases the degrees of success by 1; potentially turning a one degree failure into a one degree success.
Why does that matter? Because you can have extra effects at the various degrees.
Example: Demoralize (Intimidation) - Make an Intimidation check as a standard action. If it succeeds, your target is impaired (a –2 circumstance penalty on checks) until the end of your next round. With four or more degrees of success, the target is disabled (a –5 penalty) until the end of your next round.
So potential space sensor encounters can provide something like the following information:
1 degree of success = Ship present
2 degrees of success = Ship type; Shields up or down?
3 degrees = Weapons armed / disarmed
5 degrees = Identify specific individuals on board
Then you set the base DC as seems reasonable, with modifiers for range, debris (cover), natural or artificial jamming (concealment), quality of sensors, cloaking fields, and so forth.
Helpful?