To summarize this. I need to
1. Learn how to scale encounters in this game, maybe start with fewer enemies and nerf their equipment , give them something like blaster pistols at best and not what adventures or corebook suggest.
2. Nerf tactical thinking on minnions so they won't aim, use cover, auto fire (it will be hard cause i don't like this idea
)
3. Encourage players to spend xp on cool and vigilance so they have better chance of having first slots on initiative.
Anything else? I know that there always be some combats since it's part of the game but i don't think they want to dump all their xp into combat skills since from what book says having skill at 3 is true proffesional. And we want to play a firefly type game not combat heavy. But they want to survive simple encounters so they don't drop on the floor every battle.
This looks more like a case of your players sabotaging themselves. Light blaster pistols? Only 2 soak? What, two of them decided to pick a species with 1 Brawn and then settled for the worst armour in the game? Or aren't they wearing any armour at all?
And you need to seriously reduce the damage output of the NPCs. If their soak is deliberately low, equip your NPCs with blaster pistols and light blaster pistols. Give them heavy clothing instead of laminate armour. That sort of thing.
But most of all I'd advice you to stop running pre-made adventures. It's obvious that your players built their NPCs to be good at something other than combat; you need to make adventures that play to their strengths. If they prioritized combat skills this low they must be really good at something else, like talking or sneaking or... something. Those are the adventures you need to run for them. The core book adventure, as well as every other published adventure, assumes a rounded group of 4-5 players. You don't have that.