At the moment inArea/inAreaArray can only check against one area at a time. This means that if you want to check, for example, a complex-shaped area that can only be made of several areas, you have to do something like this:
sqf private _inArea = false; { if (player inArea _x) then { _inArea = true; break; }; } forEach _areaArray;
To be clear, this works. However, it is slightly annoying, and I think it could be made more better, and possibly more performant, by having a command that can check multiple areas at once. Such a command might be able to optimise for overlapping areas, for instance.