Another potential idea is to make dodging cost AP. The base cost could be 50 (stumbling out of the way of an attack), but as you get better, it drops (-5 per level of dodge skill, perhaps). This represents the personal growth from bumbling fool to smooth operator.
Adjacent impassable terrain beyond the first piece adds 10 to the speed cost, flanking enemies (any beyond 1) add another 5. Adjacent terrain that has a speed cost of over 150 (anything beyond a mutated poppy, essentially) also adds 5.
This makes mobs of enemies drastically more dangerous than before, as you can no longer attack and dodge with impunity. Each dodge is reflexive, but takes away from your AP to use on a counterattack. Terrain also has an impact, and fighting with your back to a wall is harder than you think, though it does deter flanking.