Good combat can be good roleplay. A good combat scene gives plenty of room for expression, and can really reflect how a character acts under pressure. I think being in a tight tunnel fight with little room to maneuver didn't really give us a lot of options, but it also let us get to grips with and understand the system without getting into a wack situation where we can overextend ourselves without understanding our capabilities and limitations.
This also went a lot faster than most pbp combats I've been part of. If we want to take hold of the mechanics more, some mechanical summary at the end of the posts might be helpful (mods for bonuses and penalties to hit targets based on size/action/cover/range, disposition, etc..) I love fluff combat descriptions but when you need to crunch it's good to have those mechanical shorthands available at a glance.