PS: can you give us a detailed example of a combat?
We will be glad to assist with where your going wrong and were in the book to look for the rules clarifications.
Ok, here's a couple concrete examples.
BREAKING A STANDOFF:
Round 0: standoff - a group of enemies are in cover, mixed melee & range weapons, including a spell caster
Round 1: mage teleports to an exposed angle of enemies, invisible.
Round 2: enemies have no time to react before mage fires off a fireball, stunning everyone
Round 3: mage teleports 100 feet away in random direction; our archers (some invisible) and a second mage (Mist Form with ability to cast) enter exposed angles with little fear of retaliation (some teleport to less accessible areas)
Round 4: mage casts invisibility (just in case); archers shoot, second mage delivers spell adder scaled Stun Cloud on top of the targets.
RESULT: 5 enemies stunned for 5+ rounds 2 seconds after combat is initiated, all enemies eliminated within 12 seconds (reload & shoot second time)
HUNTING THE HUNTERS:
After an extravagant attack on our encampment, the enemies retreat into the forest to wait our demise. We are thoroughly drugged (infiltrated & poisoned, operating at -30). One of our archers decides to capture one of the attackers:
Round 1: archer Long Doors into the forest, hides & waits (120 Stalk&Hide skill; 119 Perception skill).
Round 4: 5 enemies appear some distance away, archer prepares Sniping
Round 5: 1 enemy is dead by the first arrow
Round 6: enemies look for the archer; archer is reloading
Round 7: enemies spot the archer as he plants another arrow in the knee of the second attacker.
Round 8: archer beats all initiative roles with his impressive 30 initiative bonus (standard in our group) and teleports away before arrows are fired towards him
Round 9: archer hides and reloads
Round 10: archer observes and makes sure noone is on to him
Round 11: third enemy falls screaming and the remaining two decide to flee
Round 12: archer fails teleport with no special consequences - decides not to use Fate Points
Round 13: archer teleports to some bushes 200 feet ahead of the fleeing targets
Round 15: as targets approach, one of them falls due to an arrow lodged in his belly/groin area
Round 17: the last enemy passes the archer's hiding place and reaches the enemy camp, raising alarm just a round before an arrow comes out of his mouth and he falls dead (unmodified 99 role)
Round 18: archer checks his quiver to see if he has enough for the group of 20 enemies that are some 200 feet from him - he is down to 15 arrows. He checks his extradimensional pocket that can hold up to 50lbs - it has 80 arrows in it, spare strings and a spare bow. No problem.
RESULT: 3 minutes. One man. One desire. 8 dead or screaming enemies, later picked off one by one, rest of the enemies rode for their lives splitting up in many directions on horseback, after they realised that just simply riding away in a group is no better than running on foot.