Well opposed evade vs attack tests are only relevant on single shot weapons anyways. It already works like that on multiple attacks, and it doesn't make sense for blast or explosives or even flame in a way.
And I like talents. So there.
Actually, it does effect multiple attacks differently to the current system. In the current system, 1 DoS = 1 hit negated, no matter what. Subtracting your dodge DoS from the attack's DoS is different.
Say someone manages to score 6 DoS on an attack that can achieve a maximum of three hits.
Under the current system if you scored 3 DoS, nothing hits you.
On the other hand, under the old system, the firer is still left with 3 DoS after subtracting your Dodge, meaning all his shots hit home.
Assuming he fired full auto. On semi-auto that'd be 2 hits.
I think subtracting DoS makes more sense - it effects full and semi auto actions differently, which further differentiates them. Hopefully FFG will do the math on how these two methods actually work out.