I'm going to be very neutral with this, I just want to point the most egregious errors that stuck out to me.
The cabin design is really what broke my immersion immediately. He's sitting on a chair that has zero back support, and allows the user to lean their backs against full wall length window panes on a military aircraft. With no belt, or other means of securing a person in. This is a majorly flawed design that would not pass any basic safety inspection. I understand that it's a futuristic aircraft, but someone banging their head against that glass pane could happen from the most minor of turbulence. There's a lot of other questions this kind of design raises. It looks civilian to me because of the full length window, but I know this is a military craft. This giant window has the potential to expose the interior to enemy craft, allow people to plummet to their death should they take on fire (assuming it's some form glass and maybe not some other kind of windownoium material), a potential loss of armour or other structural support (I have a hard time believing this window material is going to be stronger and safer than whatever sort of metal material this plane is made from, given the window is very obviously placed for the luxury of the cabin's inhabitant [which is also unusually spacious for military, they tend to be very utilitarian. They never sacrifice practicality for luxury.])
The other issue with this scene is on an artistic level. The only reason we know something happens to the plane which causes the MC to bang his head, is that giant bold letters "BAAM" were written on the panel behind the plane. Nothing about the plane's trajectory, visually, changed. Remove the sound effect and nothing happened. It could be as simple as adding minor movement affects such as blurring to the panels where it's still moving, but something really needs to distinguish what actually happened to the craft here, and why specifically it caused a "baam" and not any other type of sound. Was the "baam" the engines stopping mid-flight? Was it something inside that collided because of a sudden stop? Etc.
For this sequence of events to have taken place (character getting injured), something fundamentally different needs to allow it to happen in such a way that it wasn't just poor safety standards. It's too contrived as a plot as it stands right now.
Dialogue issue: The receptionist where she mentions the word "flight" twice in the same speech bubble. You kind of get away with this since it's dialogue and people will repeat themselves in real life. Though I'm wondering if it's meant to be "Head towards gate number 1048" since that's how it's usually said. You go to your gate, to get on your flight.
SFX issue: "Step" isn't a sound effect, it's an action. "Tap", "Tip", "clunk", etc are. It's like writing a character to say "laugh" instead of "haha". A step is the action you took, "tip" is more likely the sound your shoe made depending on the type and surface you connected with.
I would also suggest drawing the two feet walking in unison. The panels used to show walking were a little awkward, especially because they're flat angles on one subject at a time where both legs are actually in motion and both belong to the subject (MC) being introduced. For example you can put the first three panels into one just by using a worm's eye view of the guy's feet walking up towards the building. It probably doesn't have the effect you want, but the idea is to think more dynamically and avoid flat angles where possible.