Personally, Once I saw that the tadpoles they were using on us were special in such a way that they could be triggered by a remote psionic key to instantaneously evoke a full and complete transformation in a matter of seconds, that was all the narrative proof I needed to know that urgency was absolute. We see it in the ship, at the start.

It literally does not matter that we aren't turning by the normal clock; we've already seen first hand that we're not playing by those rules. What we DO know is that the thing we have in our brains can be remote triggered at will, and could be at any moment if we come into contact with one of the creatures involved. It might be in functional stasis now, but clearly the ship we were on is NOT the only source of these tadpoles, and so somewhere out there are beings who have the ability to evoke a sudden and instant full transformation on us, with us having zero ways of resisting it or preventing it unless we can get this bug out of our brain before we meet one of them. No amount of "it's not doing anything right now" takes away from that game-given fact, and that game-given fact means that any even marginally sane person would be acting with the utmost urgency and not daring to waste any more time than absolutely necessary to pursue a solution.

The game is strongly in conflict with itself. Its story narrative is one of absolute urgency, while its mechanical requirements are of absolute laziness and procrastination. Regardless of your outlook, this is a major problem. Personally I think it's one that should be fixed at a deign level, rather than a narrative one.