After a quick research on Google, it looks like those 3 APIs do have force feedback related functions, so one way to enable force feedback in MAME is for somebody to mirror this to MAME's output subsystem. But doing the same mess just for force feedback is definitely not as rewarding...
Just to clarify what I only alluded to: There is effectively zero standardization in terms of force feedback, so even if someone were to plumb up the necessary OSD-side functions to hook the outputs up to OS-specific force-feedback functions, the end result would vary wildly depending on which controller was implemented.
Some wheels can provide variable levels of resistance, while some just rumble, some can do both. Some controllers just have one off-axis motor. Some controllers have two off-axis motors, one on the left and one on the right. Some controllers have four off-axis motors, two on the left and two on the right, with one of the two being smaller and the other being bigger, in order to have access to more subtle effects. That's just in terms of rumble - don't get me started on the other ways players can receive haptic feedback.
Now, onto this myriad of devices, you have to find some way of mapping controller rumble, chair rumble, wheel rumble, wheel resistance, wheel self-turning, fans, bicycle pedals with variable resistance. An entirely subjective call, because who decides what we even bother trying to map onto the host's force feedback capabilities?
So, yeah. In order to avoid people having a miserable shit-show of a user experience manually spending hours to manually configure a controller for every single game that they want to use it with, we avoid the issue entirely. I'm just fine with that.