Indaria is completely combat-focused for a reason. I'm fully prepared to wait quite a lot, it's WAY better to have a good reason to be in conflict than to have conflict for conflict's sake (and this is part of why warp incusions suck, because they're completely arbitrary and if your character is heavily mentally debilitated then they aren't even going to be able to act like themselves (the character that you signed up to play) anymore.
as a quick example of uninteresting combat->when Kedia and Indaria were attacked in the night by a random Rex. no tactics, no significance, no stakes, no strategy, just pull the trigger until the problem goes away, then go back to sleep and pretend the encounter never happened at all. Indaria's concerns about how the Rex found us in the first place was part of that, if instead of it just being arbitrary it was actually a hit taken on the group by a beast tamer, and said tamer was setting up progressively more dangerous and complex traps and ambushes, trying to figure out why he was out for us and what to do about it both short and long-term would have made for a highly engaging combat encounter chain. And if you had wanted to set up for that and not actually give information away an easy way to do that was when Indaria was concerned about why the Rex was attacking in the first place you could have said "You're right. It shouldn't have attacked you. Happened anyway though!" Says nothing and retains immersion but acknowledges that Indaria is missing important information that explains why that happened, which at the time doesn't make sense, actually does make sense.
Objective-focused combat, for example if we had a warp incursion where instead of simply holding position and waiting it out we had to make our way through the ship from A to B with a vague but ever-looming-and-progressing time limit, say make it from the bridge to the Geller Field Generator before the defenses around said generator collapsed and an intruder took it completely offline, is far, FAR more engaging than simply combat for combat's sake. There is combat tactics, overall pathing and strategy, oportunities to pull in reinforcements from the crew and to handle unexpected things found along the way, meaningful stakes without them being so high that it trivializes future threats, etc. That's the kind of combat that I like, combat that makes you think.
So don't rush things, but yes, am bored atm.