In Star Trek RPG we have had three combats in the last two sessions.
The GM is the only person with anything close to systems mastery. (We are all kind of new to the game, less than a year).

Combat resolution is a two step process with a bunch of strings attached. (Complications, specials, etc, avoidances).
If more of the players, like me, had bothered to actually get into the pdfs to get a grip in the sequences and basics, combat would not take so long.

Last night, fortunately, only three players showed up so play was a little faster (we each controlled two of the characters who'd been left hanging as the session ended).

A lot of Star Trek RPG is skill checks; which is good. Few battles is good, based on the low effort players and the combat system's layered approach.