Margaret is on her way to work, walking instead of flying today so she can drink her coffee without spilling it, when she sees the cryptid. She's a truly far-out one, no limbs to speak of, just a long snaky body with a mirror for a face. Margaret smiles at her and goes to walk on by, but the cryptid slithers right at her all of a sudden and--hits?--Margaret with the giant mirror. Except she doesn't experience getting whacked with a sheet of glass.
"Neat. But I've been asking all the questions; was there anything else you wanted to know?"
She has some meticulously relayed questions about the danger sense from Edna, and a few more general ones about Margaret's home, which seem to be half idle curiosity.
Margaret's danger sense is clearly most useful for personal defense, but hackable for use in ship-to-ship combat at least a bit. She's happy to satisfy idle curiosity about 21st century earth, which she clearly misses a lot.
"Thanks for all the information. I'll send you along to someone who knows anything about spacesuits, now, how about?"
"That sounds good to me! Thanks for--well, everything, but most recently the explanations."
"You're quite welcome."
And she gives directions for where to find someone who works with spacesuits.
They're not doing anything critical, just working on some numbers. What does she need?
"I don't know how much you've been told, but the short version is I have magic powers and they work better depending on what I'm wearing and also mean I can modify what I'm wearing, so I'd like to try on a spacesuit and see if I can minimize how much it interferes with the magic. I won't do anything to it I can't reverse."
"Whichever is cheaper, I think--I'll want to adjust it anyway to fit my wings in it, unless there's enough internal complexity inside it that I can't make parts bigger without redesigning machinery. Can I get the manual too, actually, that should tell me which bits are safe to move around."
The reader is pretty easy to figure out; it's clearly a more advanced version of computing devices she's seen before. She looks over the manual and the spacesuit in parallel, determining which parts have stuff more complex than "layer of such-and-such material" in them. Is the whole thing form-fitting enough to put a dress over it without looking ridiculous?
It seems like part of the way it works actually involves being super form-fitting, and officers often wear them under uniforms. Most of the more complex stuff is in the neck, though it's slim enough she could plausibly rearrange a choker-like design over it, or just a dress with a high neck and enough fabric to conceal it. The base color is white.
Looks like today is her lucky day then! Once she finds somewhere private to change, and actually manages to get it on (it's been years since she had to put clothes on the normal way) she can experiment with her wings. Taking them off leaves her feeling awfully off-balance and missing-something, and she doesn't trust her ability to magic up an airtight seal, so she ends up extending the fabric of the back into a pair of wing-gloves and then adding a decorative overlayer that looks more like her wings usually do. Then she expands her helmet enough to fit her horns and adds some decorations until the magic doesn't hate it. It's still a decrease on what she had, but once she has the rest of her outfit on she's confident that her danger sense and predictive sense will both work even if she's unlikely to get as many prophecies while wearing it. The whole process, experiments and all, takes about two hours, and a big chunk of that is reassembling the stuff she had to delete to get the suit on.
The spacesuit person is still available when she's done, apparently working on cataloguing the different suit designs the ship has.
"Hello! I got my spacesuit tailored so it's not squashing my wings or messing with my magic. It's really neat. Anything else I should know about operating it, assuming I know nothing about modern technology?"
"The helmet's got a couple of triggers for it to snap into place - if it receives pressure loss warnings from anywhere in the ship, or if it senses pressure loss on its own. Once the helmet's in place, it's airtight, assuming nothing's damaged. It should keep internal pressure on its own. You can also manually activate it..." They show her how. "The built in filters can give you up to three days of air in optimal conditions - don't move around too much, breathe slowly - and the suit has an emergency beacon, though it's fairly weak and short range, and unless you're about to fall unconscious you shouldn't set it to run constantly..." They show her how to activate it. "Suit's resistant to tearing but not immune. Avoid explosions and sharp objects. If we're getting depressurization warnings you should be trying to get to an emergency shuttle, though - they're safer, easier for search and rescue to find, have more air and better filters, and can be maneuvered a bit."
She memorizes all of this. "I might be able to patch a tear on the fly. Here's hoping it never comes up, though."
"Yeah, definitely. Has anyone walked you through using the emergency shuttles?"
"No, and that sounds important. Do you have time to do that now or are there scheduled drills or something?"
"There's scheduled drills, but we want to make sure we have everything stable and actually understand the ship properly before we host one. I have time now for the basics, though."
"Thank you. What do I need to know beyond 'if an alarm goes off, follow everyone else?'"