Eh, just make a spiritual successor while pretending it's tied to the Chrono series (and change names / art around a bit) and just make money off of the time you invest into it, why don't you.
I've considered this same concept around an "inspired by" approach. The result essentially revolved around second universe that was created due to time travel shenanigans, but the rules of time travel were different in this universe-- namely, predestination paradox was a reality and time itself could not be changed (and attempts to do resulted in the timeline as it is).
The plot then followed a group of time travelers who were trying to alter history, only to later realize that their efforts were what led to the very situation they were trying to stop. It then opened up for a sequel idea in with time travel more akin to Chrono Trigger.
The plot was fully fleshed out, but it became one of those things too big for one person with a job like mine, on top of a family. I looked at
Ara Fell as a definite inspiration, though. It took that guy over a decade, but he finally did it.
Regardless, I've also mentioned it here, but Radiant Historia is definitely a time-travel adventure that, to me, feels like the next evolution of the jRPG time travel game mechanic. The game is like a cross between Trigger and Cross, in which the lead can freely jump between two branches in a timeline (based around a single choice and how different they split after), constantly having to make adjustments in the timelines and regularly cross over to fulfill the mission. It's an EXCELLENT game with unique combat (stacking attacks), a fun storyline with the backdrop of war, and fun time travel shenanigans.
I say all that to say that time travel is definitely a fun factor and still relevant... although to be honest, it doesn't have to be a set requirement for a Chrono-inspired game.
We've discussed here and elsewhere the possibility of doing a forum Aegis project. Clearly an intentional Chrono game akin to Crimson Echoes, officially sponsored by the Compendium, with a pooled resource approach.
This is definitely an option, although opening it to be a for-profit project creates a plethora of issues... Ownership of ideas, profit share, resources, etc. Definitely not the type of a project fit for a community-wise reach unless there are blatant contracts in place and what not.
We also lack actual doers -- coders who can put the game together. We've seen a dozen projects fall because everyone wants to be an idea man but no one wants to really get their hands dirty with coding and assembly (and I blame myself for being guilty of this at times).
Something to consider. What would people's thoughts be? Just putting the feelers out there.