Why do 75% of the end game leather items have large amounts of dodge in exchange for AP, crit and/or agility? I don't give a damn about dodge. It's decent in PvP, but then again, raid gear isn't PvP gear, so why should you be getting PvP gear from raiding?
Case in point. This helmet drops off the first encounter in Gruul's Lair. This helmet is a quest reward from a non-heroic instance. Let's compare. We'll assume you simply use the free meta gem from spirit shards (there's a better crafted one, actually).
Malefic Mask of the Shadows:
Attack Power: 76
Critical strike chance: 1.17%
Stamina: 37
Dodge: ~2%
Helm of the Claw:
Attack Power: 66 + 25(Agility) + 20(Meta Gem) + 12(Bright Blood Garnet) == 123
Critical Strike Chance: .61%
Hit Chance: ~1%
Stamina: 21
Dodge: 1.25%
The Gruul helmet is epic, the quest helmet is rare. Why is the quest reward so much better? Is nearly 50 AP and 1% hit worth .56% crit and 16 stamina? I think not. Hell, the agility on the blue adds nearly as much dodge as the dodge rating on the purple.
A great deal of the "end game" items Blizzard has implemented are an uncomfortable hybrid of PvP and PvE that doesn't do either very well at all. How about a little consistency. Take that worthless dodge rating off our DPS gear, if you're getting hit often enough for that to matter you deserve to die anyway.