Yeah but that sounds more like a moving dodge or just a fancy special effect to dodge, not a dive for cover.
Whoa! Are you ascribing special effects to a game mechanic here (regardless that the naming of the mechanic appears to do so)?
If you are wielding a HtH weapon and I leap 2m backwards (flipping as I go) then that might be described by a number of different game mechanics.
It might be dodge, or moving dodge, or even dive for cover. It might even be block. What would matter is the mechanical state I am looking to achieve and what I need to get there.
There are obvious issues with each of the options. With dodge and moving dodge the issue of whether I am hit still essentially rests with how well my opponent rolls and opposes his OCV versus my DCV. With block I am risking OCV versus OCV and seeking an advantage in the next action and, if I fail, I take damage. With Dive for cover, the issue on whether I am hit is entirely within my ambit, though I will be considered prone (half DCV) until my next action.
Those are all decisions I make as player and convert them into how it looks in the real world. I do think that in 6th, Steve should have put more thought into stripping the SFX from the game mechanical options - though I fully understand why he did not.