Yes, they have listened to feedback from the players. They heard SCH's clunky because of fairy delays. They fixed that in Endwalker by making the fairy more reactive to commands. They heard how Deployment tactics take over a GCD after using Adlo, so they made Adlo's shield go off before the cast finishes, allowing you to immediately deploy it without waiting. They heard WHM and SCH doesn't have good weave slots compared to AST, so they made all jobs 1.5 seconds on their nuke. They heard AST's card system sucked while others preferred the current version, so they tried to add something new to the AST system. They heard people saying they don't like healers with one button rotation, so they tried making SGE and to tell plays to give that job a shot. For Ninjas, they heard Raiju sucked because they cannot hold it and were forced to use the forced gap closer, so they created an extended duration and stacking buff, then later changed the skill to be 2 separate weaponskills - depending on whether you needed to gap close or if it was bad to gap close.
It's not that they haven't listened to ANY feedback at all, as changes still take time to implement while making changes to other jobs and new content. Whether the changes to the feedback worked as intended is a different story, but the devs are quite transparent in that regard.
From what I've seen in the forums and in other conversations, people disliked Bard for not being able to compete with DNC at the time during ShB, so they made Bard a bit more similar to DNC in raid buffing. That's not very surprising. The same thing happened to DRK. People complained about DRK being too similar to WAR... but in actuality, the reason why that happened is because originally, DRK players complained about how WAR was fun and DRK wasn't ... so the devs tried to make DRK similar to WAR in that regard. As you can see, that backfired, so DRK is becoming more mitigative in gameplay compared to WAR's self healing. You can't shove the problem all onto the devs as it's partly the fault of player feedback as well. Player feedback doesn't always communicate well either (memes can sometimes be part of the issue in that regard), nor does it always coincide with what the devs have in their vision. MNK suffered from player feedback from Heavensward to Shadowbringers - reverting changes left and right until they realize they need to scrap the concept since there's no vision or direction for that job to improve outside of more niche abilities.