Not too much no. And like I said, everything more in conjucntion with the END value. I'm all for putting the player and NPC's on more equal level as a base rule, but I don't think there should be any (or only few at max) level 1 NPC's. More that you have to work your way at their competence and above - and with HP/level, not excessively, but still, and based on END. If for nothing else, then to not expect the player to, or create a situation where it is required to spend on healthboost perks.
Like I said, it's not very good for the rulesystem or for a fluent characterprogression if you can easily be killed by a low level enemy when you yourself are at high level and decided not to pick healthboosters at level-up because the game requires that to show you that you have gotten better.
Some of the emphasis should be on equipement and the abilities of using it, but not to the point that that line of progression becomes linear by default due to no other related progression happening. That's how shooters work, get better by better equipement, and even if it offers more fluid combat, I wouldn't want that.
RPG's also work through that kind of progression to some extent.
You shouldn't get a whole lot better by virtue of leveling, while keeping your equipment the same.
As it stands I find that especially for my character the reasonably static health really keeps things interesting late in the game. She wear light armor, but perks and implants can make up for a lot.
HP per level could work if the END modifier would remain low. It can't exceed the current 5 hp per level at max.
I guess if loot condition were detached from NPC's DAM and DT, the challenge could increase in a somewhat similar fashion.
Either way it would need a lot of work to and let health-boosters be viable and the PC not shrug off lots of damage at end of the game in his business wear and not have enemies to turn into bullet-sponges.