In the Hardcore mod, Gjoerulv had an AI script where the Nibel Dragon would enter 'Counter Mode' and give the player a chance to escape if they were under a certain level. If you set up a variation of this with checks for certain level caps then you could alter the enemy's stats in pre-battle to better match the party's level. But like NFITC1 said, it'd take a lot of time to add this to every enemy. It'd also be quite a lot of code to add in and I think each scene can only hold so much data, is that correct?
You could make it more copy-paste friendly by using variables that won't clash with an enemy's pre-existing ones by using scarcely used variables like Var 0100 or something. Multiplying the enemy's base stats instead of customising the numbers for each enemy would cut down the time needed too, but like NFITC1 also mentioned you don't want physical hitters to be gaining stats to the same formulas as magic-using enemies because of the inverse relationship in damage these have going through the game (magic is stronger early on, but physical attacks far outstrip them by the end). There's also big differences in certain enemies that a multiplication of stats will make worse so might be the case that certain enemies will have to be customised.
This was the pre-battle code for Dragon that Gjoerulv used:
0x000LocalVar:0000 <- 3
0x006LocalVar:0020 <- RandomBit(AllOpponentMask)
0x00E If ( (LocalVar:0020.Level < 56) )
0x00E {
0x01B LocalVar:0000 <- 0
0x021 TargetMask <- AllOpponentMask
0x028 Perform("Low Level Heal"[02D4], EnemyAttack)
0x02EDisplay String: "Counter Mode"
0x03CSCRIPT END