First off, the dodging is more difficult to master than straight forward physics
You're not familiar with Quake physics then. As an experienced player of both UT and Quake games, Quake movement certainly has more finesse involved in some of the difficult jumps. The classic one I can think of is in Q2DM1 where you can jump from the yellow armor to another box and then to the megahealth. You can do the same with a rocketjump, but you lose a lot of the advantage of getting both the armor and health that way. Don't think I ever got that jump down... very few people did though.
Is there finesse in UT2kX movement? Yeah. Especially things like wall jumping and knowing when to (and not to) dodge. Generally dodging in a firefight is a bad idea -- experienced players will know exactly where you're going to land (and travel through the air for that matter). But sometimes it's a good move even so.
And to you fruitcakes who state that UT2k3 is just soooo much better than UT2k4: UT is the same game regardless of year. There are new features, fine, but other than Onslaught and Assault, UT has been UT ever since UT.
The weapon load out is different, the adreneline rules are different, there are vehicles (the broken one in UT2k3 really didn't count), there's integrated voice chat, and quite a bit more. Not to mention that the single most popular game mode is one of the new bits. I played a good bit of UT2k3 (best CTF since Q1 IMO), but UT2k4 is a vast improvement over it.