I've both made games where I tried to get extensive player feedback, such as large playtest sessions - and games where I didn't specifically seek it out. I won't talk about specific feedbacks or specific playtesters or specific cases, just the broader picture. I also think it'd be better if we stick to talking about that, and not talking about specific people or individual grievances. So during the time of playtesting, I've noticed two different kinds of feedback:
1. Feedback that will universally make your game better
Feedback about controls, bugs, other issues, that weren't meant to be part of the gameplay experience.
2. Feedback about making your game fit within other titles of the same genre better
I consider this feedback a little bit more risky to listen to. Sometimes, it can result in a better game. Other times, it can make your game feel less inspired (in my personal opinion).
Other notes:
I feel like when it comes to feedback, there's a balance to achieve. I want to listen to feedback to a certain extent, especially in cases where a person might have bought a copy of my game and gone that extra mile. And yet, if there's any way around it, I no longer try to get large groups of playtesters together, because I feel that in the process of listening to 100 pages of feedback, some of which might be from FPS gamers when your game is a puzzle game or platformer - well I feel that in that process, sometimes the original meaning of the game gets lost.
So I think if you're going to schedule a playtest session, and it's not a huge game... you might be better off listening to a small group who understands your type of game, and a small group who doesn't in addition. But it can create an overload if you, on the contrary, take feedback from 20-100+ people, and try to incorporate most of it. I don't always feel it results in a better game to do it that way.
On the other hand, I will list a positive of receiving feedback:
It's that I think it can keep you a good game designer. It won't teach you talent, but with the right feedback, you can implement some other's suggestions in a test copy, and see if other people like your way of doing things better, or the playtesters' way. And I actually feel that when you get to the point where you've mastered enough, where you no longer benefit from people teaching you and "your way" of doing things is actually seen as better... I feel you've truly become a pretty good game designer. Though, I'd still keep a few playtesters just in case.
Disclaimer: These are just my thoughts and experiences. I am not an expert, and I feel I'm better at some things than others.
....Overall though, I am thankful for the feedback I've received.....
How about you? Do you think playtesting has made you into a better game designer?