You have to put things in perspective. You (the team) brought the jammer to their attention in the middle of an Imperial attack. They had more immediate, bigger worries at the time. If you'll recall, the general did immediately order that the device be handed to the officer best suited to studying it (Captain Harl Bess). And while this was going on everyone, including Bess, was busy slowing down the invaders and trying to evacuate the base. Now you're in a meeting that's taking place immediately after you (and the other Rebels) came out of jump. No one's had time to think, or make new plans. Everyone's still reeling from losing friends and worrying about what they're going to do next. You don't know this for a fact, but given how much time (or how little, to be more precise), you should be able to guess that Bess hasn't had time to do anything with the device.
As I mentioned earlier in this thread, if you suspect the aide to Setenna of being the traitor, then this meeting may not be the best place to discuss your concerns. But saying something now, or not, is your choice, and I won't take that away from you. You can certainly discuss things in private with whomever you wish to talk to, after this meeting. If you want to pursue the device issue, then track down Captain Bess and talk to him. If you want to pursue the traitor angle, talking to Urel Haydon, who's probably the most qualified person to help you find an Imperial spy, is your best bet. Or talk one of the senior military officers (like Commander Qurno).
As for "hit with following orders and protocols every time we want to deviate" you again need to keep in mind that the adventure up to this point was very linear because of circumstances. You're in a military organization and you were in a base that was under attack. No one
had leeway to "deviate". Everyone was evacuating and/or fighting. Prior to the attack you didn't have any reason to investigate anything (to "deviate", as you call it) until you found the first device. Within minutes of finding that device the attack started, and you weren't even in the base and able to talk to anyone when the attack started. So precisely when do you think you could have "deviated" and done whatever you wanted? The only option to choose a different path was when you were heading to place the explosives, and had the group not stopped to do the "side quests" (as half the party wanted) there would have been bad consequences. Such as Urel Haydon being dead (because you didn't dig him out of the collapsed tunnel) and no longer available to help you in your investigation.
The only free time, until now, that the party has had was the roughly two hours after you first arrived at Arda. And you did spend that time doing whatever you wanted. The players have only been railroaded because for most of this adventure the characters never had the luxury of time to do anything other than follow orders. You've been reacting to events, events you (and the NPCs giving the orders) had zero control over. Besides the legal consequences for disobeying orders, had the PCs done anything other than follow their orders then really bad things would have happened to the PCs and the other Rebels. More people would have died. The base would have fallen into Imperial hands intact. That sort of stuff.
Regarding a mismatch between the mix of PCs and the tasks set to the PCs, the PCs have not been given any tasks. Investigating why the base was attacked is something that you can do, but you haven't been ordered
to do it. Ditto for identifying the traitor. You were called to the meeting to be thanked for what you've done, not to receive more orders. But you don't know that. Perhaps you'll be getting new orders any second now. Perhaps not. It's in the "future", and that future, contrary to expectations based on prior experience, isn't set. The only thing that was destined
is that the base would be attacked and everyone would have to evacuate. That's in the past now. How the adventure unfolds going forward has much to do with the choices the players make from now on.
You can bring up your concerns about there being a traitor somewhere in the Rebel fleet (perhaps in this very room) to Setenna and Commander Qurno. No one, including me as the GM, is stopping you from doing so. If you do, what you say and how you say it is entirely up to you. If you think that Var Narek is the traitor, you have no hard proof of this, only suspicion. So caution might be advisable. He's also standing there next to Setenna. Setenna and Qurno are aware of the device (Setenna was there when you gave it to the general), and likely suspect that there's a traitor, but the subject actually hasn't been discussed openly. At least not with the PCs present.
So your options (and this isn't a complete list) at this point are:
- Broach the subject of there being a traitor to the Rebel cause (who is probably somewhere in the fleet right now).
- Ask for orders.
- Say nothing and see what they tell you next.