Alright, here's my idea of simplifying Dodge and Evade. As it stands, the Dodge rules suck. They really do. There's so much wrong with them it's not funny, but what stands out to me the most is this... if someone is attacking with greater than Remarkable ability on the Universal Table and they get a 00 natural or via karma, Dodge is absolutely useless. It doesn't matter if Spider-Man is trying to dodge with Monstrous ability or the Flash is trying to dodge at Class 3000 ability. -6CS'd on an Incredible or higher attack is still Feeble, and thus Dodging is impossible. That -always- bugged me. So I've not only simplified the Dodge rules, but done away with "Evade" entirely. Allow me to explain.
Think of the colors on the Universal Table as numbers for a moment. White=0, Green=1, Yellow=2 and Red=3. Dodge should be (imho) a straight opposed roll, FEAT vs FEAT. The attacker rolls to hit, the defender rolls to dodge and their colors are compared. Let's say the attacker got a green result, but the defender got a yellow result. In that case, the defender dodges. No -CS to figure out. Yellow beats Green. Had the attacker rolled a Red result and the defender rolled a Yellow result, the attacker would hit. Ties go to defenders. This way, a defender always has a -chance- of dodging, even if the attacker rolled a red result. Before, a red result rolled on an Incredible or higher was a guaranteed hit, no matter who you were attacking. Against ranged attacks, Agility is used to dodge and against melee attacks, Fighting is used.
I'm surprised no one thought of this before. :)