Here's some general combat advice from me:
1. There is no right answer. There's always a kind of pressure, I think, for newer players to want to pick the "right thing" like if a fight in D&D/Pathfinder is one of those old puzzle-solving games like King's Quest. Use the wand on the 3-headed dog, get the sword, use the sword on the dragon, etc. But D&D/Pathfinder battles are generally not solved like that, because so much depends on the random elements of rolls -- the best plan in the world goes awry based on a single 20-sided die. Instead they are more like.. a pile of paperwork. You work through it a bit at a time and it's almost always over quicker than you think it will go. In my kids D&D game the party had a 5-on-1 against a monster. When it was the cleric's turn, he wanted to "do something" even though he wasn't close enough to attack, because, that's why you play right? You don't want to "waste your turn!" So he cast his True Strike spell on himself which means that in the next round he gets to attack with an additional +20! So, what happened? Before it got to his turn, the raging barbarian with 3 attacks in the round (each of which did more than twice what the cleric could do with his attack) had killed the thing. And that spell, which he only had a couple spells per the whole day, was wasted in the first encounter.
That leads to two other points:
2. You don't have to act just because it is your turn. "Wasting a turn" means, in reality, often just waiting 6 seconds for a better opportunity. You can even just say you'll delay your action until later in the round when someone comes close enough to hit or something like that.
3. Guard your limited resources well.
Spellcasters seem to always, ALWAYS, use up their spells as fast as they possibly can. Like, they'll cast all their spells against a room of goblins whom they could just as easily swat with a quarterstaff, and then they won't have their good spell against the tougher bosses where spellcasters are more needed. That being said, it may be in wilderness encounters like we're having, we may not be piling up 3-4 encounters per day so this may not be as big of an issue. But still, blowing spells meaninglessly, especially if they might be useful later, is foolish but all too commonly done.
As far as the not wanting to waste a turn, even experienced players do this. The first time I ever played with Wren and his friends, one prominent player's turn came up at the end of the fight. There was one wounded enemy left and he was surrounded by other characters. Not wanting to do the boring thing, this player risked an opportunity attack by the enemy so that he could hit it one last time. Well he got hit and he got dropped and was bleeding to death. Then the other characters killed the enemy easily before it got its regular turn. Just because of this pressure to "do something". That's one of my other rules...
4. If possible, never give the enemies extra opportunities. Opportunity attacks are provoked most often by moving past armed foes to get to a different position. It gives that foe a chance at an extra attack, which basically amounts to doubling their forces. Don't do it unless there is a good reason. The corollary rule is 4A. If you can take away opportunities from enemies, even for just one round, that is great. Your enemies in a fight will exist in your character's life for usually at most 30 seconds or less. The most powerful ones will get 4 or 5 actions against you. Taking even just one away is huge.
5. Sometimes playing a role is boring. The game is designed so that fighter-types deal and receive the most straightforward damage. Let them. The game is designed so that wizard-types hang back and buff allies, annoy foes, or do big powerful things a couple times a day, like winning an entire fight on their own with a fireball. Let them. The game is designed so that rogue-types work best with a little bit of separation and doing isolated strategic strikes and also do well with a lot of the in-between encounters times like searching, scouting, opening. Let them. The game is designed so that cleric-types work best before and after fights, buffing people and healing people, or doing social interactions with strangers. Let them.
Everyone is the hero of their own story in this game so you want to be there to take part in everything. It's boring not to! But sometimes you just have to be bored and let other people have the spotlight, especially when it strategically makes sense. In the kids D&D game the rogue got annoyed that he didn't get to attack in the first fight so he insisted on going first and got cut the heck up by the next encounter. Then he was mad about that. But him being bored as a player meant that the monk spent time not punching the heck out of a monster but trying to stop the rogue's bleeding and the cleric had to use up two spells healing the rogue, spells that they will probably need later. But anyway...
6. Be in character. This supercedes all my other advice. We're not playing a board game, even though it is kind of a board game.