It's easy to come up with a hundred combat tricks or manoeuvres - disarms and charges and trips and flying kicks. It's a little harder to come up with tricks in combat which aren't combat tricks.
A sci-fi game needs a space for the scientist in the combat encounter. As discrete manoeuvres, what "scientific tricks" can you think of that are analogous to combat manoeuvres and which don't delegate the scientist player to a position they'd find boring? Y'know not "find out info and - yawn - give the folks having the actual fun a boring old bonus" type things.
Some ideas:
Mastermind Tricks: Periodically or at the cost of some resource allow the character to declare that at some time in the past they spent a single simple unobtrusive and unobserved action which their character could have performed preparing for this exact scenario - even if the player had no way to know the situation was about to arise. "I knew that you'd betray us, which is why I utility taped a sonic grenade under your chair before you entered the room..."
Analysis Tricks: Allow the character as a free action and a relevant perception check to aid another character during combat by pointing out some aspect of the situation to give them a relevant boost. "He's using Benetti's defence against you, attack with Capafel."
Knowledge Tricks: Allow the character with a successful lore type check (xenobiology, robotics, etc.) to gain a benefit in combat as he recalls or discovers a weakness in the foe they are facing, such as bonus damage, called shots, inflict criticals on creature otherwise immune to criticals, expanded or increased critical threat or something. "Those Type 89 combat droids had a defect in their lower glacis plate that allowed a well aimed shot to take out their main servo coupling."
Environmental Mastery Tricks: Allow the character to declare an attack on the monster using the environment if he makes a successful skill check and attack roll. "His heavy armor made him quite resistant to blaster fire, but I knew a reactor coolent pipe was accessible directly behind the bulkhead on his left." or "I knew if I ionized his antigravity belt, it would temporarily go haywire." or "The geology of this region was highly favorable to the production of sinkholes, so I just took advantage of that fact." The scale of these attacks should depend on the knowledge ranks of the character, but should generally be proportional in damage to dropping the foe 10', dropping something heavy on them from 10' up, converting the damage of an attack to a different damage type, improvising a ranged basic combat manuever (trip, entangle, shove, etc.), or improvising an attack with a common weapon (poor or standard quality grenades) the player doesn't otherwise have, ect. You might want to lmit this to a number of times per session or an expenditure of a resource just to keep it from being narratively stiffling when the player tries to do it every round.
Medical Tricks: Allow a player with medical skill who has combat advantage or whatever its equivalent is to do bonus damage on their skill ranks in medicine or to make an attack that debuffs the target in some fashion - pain, drugged, etc. Basically, it's Dr. McCoy does a sneak attack with the hypoinjector sort of stuff.