we are concerned of course with all stats being important... I have also had concerns about dex specifically needing more of a boost but the only way to really get a feel for it is to play around in game with it once the other numbers are balanced. Keep in mind a dodge is 100% damage mitigation, so a character with a super high dodge will be very useful.
As I mentioned in my previous post, if all Dexterity does is dodging, you will either have Dexterity be underpowered compared to Constitution (both survivability stats) or you will have to a boring situation where the hit rate is around 50%.
Using the given values:
Accuracy = 15 + (Level * 2)
= Dexterity / 2
Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )
Increasing Dexterity from 10 to 20 raise the rate you are hit by a level 0 unit (better than the best case scenario) from 5/6 to 4/6, a 25% increase on your average survivability. Increasing Constitution by the same amount will increase your health at level 1 from 14 to 18, a 28% increase of your survivability. And Dexterity get worse as your opponent levels up, while Constitution gets even better as you level up. (Note: this disregards magic-based damage, which will likely ignore Dodge.)
But the problem is not only linked to these actual numbers, who could always be balanced. There is also the issue that Dodge-based survivability (all-or-nothing) is also worse than Health-based survivability (gradual). The reason is that if your troops can be killed in very few attacks, but resort on dodging them to survive, nothing prevent them from being unlucky and getting killed much earlier than the more durable, non-dodging troops. And some of you troops will get unlucky. It's better to have an army where every unit has 75% health than an army where only 75% are still alive, but their health is full. (Due to damage output not caring about whether the units are hurt.)