Let's go through examples to see if the suggestion makes sense. 'High' units are high level units. 'Low' units are low level units.
Current system, only accuracy raises:
Low vs Low fight: Medium chance to hit for both.
Low vs High: Medium chance to hit for Low, High chance to hit for High.
High vs High: Both have high chance to hit.
Then we add 'High +dodge' and 'Low +dodge' units to the mix. High/Low level units that have invested into dodge. OP claim is that it is not worthwhile. What are the effect?
Low vs Low +dodge: Low has trouble hitting, Low +dodge has medium chance.
Low +dodge vs Low +dodge: Both have trouble hitting.
Low vs High +dodge: Low has trouble hitting, High change to hit for high.
So against low level units an accuracy raise is useful, no matter what your own level. How about against high level units?
High vs High +dodge: If 'High' accuracy minus base 'High' dodge is 100 or below, then High suffers just as much against '+dodge' opponents as the normal 'Low' unit. If, however, some '+dodge' effect is lost due to the 100 accuracy limit not being hit early enough, then '+dodge' is not as useful as against low level units.
For example if a unit has 150 accuracy, then it doesn't matter if the target has 10 or 50 dodge. Against those units, raising dodge has no effect unless you can go over 50. But if your opponent has less than 100 accuracy, you dodge is always useful.
To sum it up, it's not only a matter of whether or not dodge should increase by level or not. It's a matter of balancing all the numbers. If dodge increases by level, then 'Low' vs 'High' situation changes too, probably in favor of the 'High' unit.