I am really happy you voiced this out, I hope more members of the community take interest in GameInput related bugs and prioritise this. On Zeh's GitHub front page there's a section called "GameInput problems" - It might help to vote on the issues mentioned before Adobe's bugbase becomes read-only.
Does your controller work regardless of the issue? I have two controllers connected, a wireless Xbox 360 controller and a SNES controller, the same issue occurs, I do not think this issue in particular will affect input in-game; When holding down 'D-PAD Left' to move a character left for example and the device added/removed listeners are being fired constantly each frame, the character will surprisingly still know the 'key' is being held. I have not actually got the SNES controller working yet, but the Wireless Xbox 360 controller does (whilst the listeners are firing irregularly). It may actually be that, the firing of the listeners is being triggered by my SNES controller, so perhaps that is why my wireless Xbox 360 controller works fine.
Writing a light-weight class like you have should be faster, perhaps even, safer than using Zeh's implementation until the bug is fixed, as Zeh's code will constantly be firing 'refreshGameInputDeviceList()' twice every frame, which is quite heavy code-wise, even though, eventually, once fully implemented, everyone else's code may end up quite similar.
I had a conversation with Zeh in the past, I've taken some snippets that might help people with testing and other concerns:
http://pastebin.com/raw/SAKeE1bD