Write out a starter set of "power cards" on index cards, formatted somewhat like the D&D 4e power cards for familiarity. They can have some normal FATE combat options, and also some tailored to her Aspects - you can make these up yourself, or based on things you've heard her say she'd think her character could do.
After each combat, tell he she "leveled" and give her a blank card to write a new power of her own design on (help for the first couple times). Eventually as she gets more and more and realizes that she is making them up anyway, it'll wean her off them. The second she asks "can I do this, it's not on a card..." you say "Yes!" and think "Hallelujah!"
I will note for posterity that this isn't ideal - ideally the player would catch on to the world of more freewheeling roleplaying without requiring this. But if they've been mentally scarred by restrictive games to the point where they're just not catching on and need structure, which is the scenario the OP presents, then this can work.
I think there are some suggestions I can offer, but first I wanted to check with one of the comments that you have made.
You say that characters with a d6 in shooting can't hit. This seems a little off because the odds for hitting a TN of 4, i.e. a target at short range with no cover, are 75% for a Wild Card. I certainly have players in my games with d4s and d6s in shooting that have no problems with hitting, especially once you take into consideration how frequently a d4 will explode (1 in 4 chance).
Assuming that you are applying the rules properly, I can suggest a few things that will improve the situation:
Melee Combat
Ganging Up - This gives +1 to hit for every ally in combat with your foe up to +4. Even if a character isn't hitting they can assist with giving bonuses to other people.
Push Manoeuvre - This relies on the Strength Attribute rather than Fighting Skill, and allows you to move the target around, cause damage if you have a shield, or knock the target prone.
Wild Attacks - These give +2 to hit and +2 damage, and are extremely effective. Watch out for the reduced Parry you get though.
Smarts/Agility Tricks - These have a similar effect to Taunt and Intimidate, but are more dependent on good teamwork as the -2 Parry on a simple success only lasts until the affected creature's next turn.
I'd try and be as flexible as possible as GM when players come up with ideas for tricks. One of the best examples I've ever had is with someone who grabbed a can of baked beans and threw it whilst shouting 'grenade!' - as a successful smarts trick it had all of the enemy diving for cover
Ranged Combat
Aiming - Do nothing for a round whilst you aim and you get +2 to hit, which is very effective.
Using a shotgun (depending on the setting) - gives +2 to all shooting rolls if you fire a single barrel. Makes you more likely to hit an innocent bystander though.
You've also got double tap (+1 to hit and damage), and three round burst (+2 to hit and damage) with certain weapons.
Other general comments
There are a few general Edges that can assist with low skill combat characters. One that springs to mind is Elan, which gives +2 to any roll you make as a result of spending a Bennie.
Consider giving non-combat characters things to do whilst others are fighting. Dramatic tasks are good for this, but get a bit old if overused. For example, your computer hacker is trying to break into a security system so you can escape the room you're in whilst the rest of the group are holding back the drug enhanced super mutants.
Also don't forget that a successful trick, taunt or intimidate with a raise will shake your opponent, making them MUCH easier to wound. For high toughness creatures this becomes a hugely valuable tactic.
Also, there are a couple of general resources that you might find useful:
Savage Worlds Combat Survival Guide - which summarises the options you have, along with suggestions as to when each of these might be used. It should be noted though that there are a couple of new options introduced in the Deluxe version of the rules, e.g. pushes, that are not covered on this sheet.
Whispers From the Pit - Expanded Trickery - which goes into details about tricks and how to run them as GM. ... looks like this site has been corrupted
Best Answer
Sometimes combat is just long and boring. Try a more exciting game system, or house-rule the more long and annoying parts. Some game systems are tuned towards long combat rounds and grind. There's some system specific tips out there for speeding combats, see How can I speed up D&D 3.5e combat? for 3.5 as an example. Time limits etc., not going to list them all here as there's other more narrow q&a's that do so.
Try stunts or other more exciting maneuvers, to the degree which either the game supports them or the GM tolerates them. See Encouraging out-of-the-box thinking in combat encounters for inspiration. I remember when Feng Shui opened up my play group's eyes to the possibilities and then we started reaching out more in our other more traditional RPGs.
Roleplay during combat. Adding flavor makes it better. This is for the players and for the GM. Most film combats sound lame if you describe them as "Aragorn rolled to hit, hit and did 8 points of damage." Narrate and describe away, whether you're the GM or the player - leading by example you'll probably see others take it up as well because it's cool.
Use smaller groups. Some people have a tendency to have 7, 8, even 10 person RPG play groups. That sucks horribly for a number of reasons and combat slowness and balance are chief among them. I have a large group of players here but I don't take more than 6 for a given campaign ever.