I still believe it's less catering to "bad players" specifically and more removing visible gaps in gameplay between all skill levels in order to mask anything players could use to be critical of each other.
But that's not really possible. People will be critical of each other and say nasty things to each other no matter how much you hide their gameplay from one another. You don't need a DPS meter for someone to tell you that you're playing badly. They don't even need to be right. People will find ways to blame their teammates no matter what game they play.
So I do think they're catering to a certain group of players, it's just that those players aren't one specific skill level, but rather people who can't mind their own business.
Other job is easier than mine! Other job gets this toy, why doesn't my job get this toy.
I think it's that and people who want to play jobs for the style or fantasy of playing the job but don't actually like how the job plays. Which I think is a valid complaint if it's coming from the majority of people who main that job. Well, an overwhelming majority. If it's like 51% I think it's a bad move to act on a number like that.
But we can't really know that kind of thing easily.
So yeah, I do think they listen to feedback and look at gameplay metrics, but I think the goal that maintains the bottom line in their eyes is creating gameplay that minimizes friction between players by making them as self responsible for success as possible.
If they have to talk to each other, or one role has to do something that isn't the tank or healer, someone will get yelled at! And that person might cancel their sub.
It's just more of the game failing to facilitate interactions between players. Kind of like the culture around commendations being "just give it to the healer or whoever is left if the healer left too quickly" most of the time. Failed system even if some people use it with actual intention sometimes and commend someone for what they thought was good gameplay.