Everybody knows what was INTENDED so just get back to the topic those that ACTUALLY were trying.
As for me, I'd like to move back towards CT in a number of aspects:
[*]Re-expand the double- and triple-tech systems to CT-levels, and beyond. Make double-techs for nearly everybody (and multiple choices), and triple-techs in chrono-style, in that there's a focus character for all combinations, with additionals gained via items. But a change I'd make is that the items just "give" the triple-tech to the characters, so that they do NOT need to be holding it. Basically multi-techs was something that was different in CT, and was central to many strategies throughout the game (and also made it have more replay with different characters), and they all-but-scrapped it in CC.
[*]FAR fewer playable characters: IMO this was a BAD thing about CC. Very few characters had really deep backstories. Sure all of them had a little bit, but nothing like if the cast was much smaller. Personally I thought the size of the cast in CT was just about perfect. It was a little light on Chrono himself's background, but besides that each character had a MEANINGFUL backstory. Some more than others of course, but NONE of them felt like "just another character" IMO.
[*]Back to Time Travel: If we need a short dimension-hop for some reason, then OK, but I'd say put the FOCUS on travelling time again. It just gives more options for more different worlds, and more "cause-effect" relationships of what the heroes actually do, rather than just "wow, this is different over here" like CC gave.
[*]Location-based combat: Again, this was near-revolutionary in CT that where your characters were placed physically on the screen affected what types of attacks you could do (or be affected by), etc. Personally I'd like to expand it a little further so that there is a limited amount of movement DURING combat as well so that you can re-adjust to enhance your attacks, or to better disperse detrimental effects of enemy attacks. Not to Secret of Mana levels (where you really do have free movement), but something more than just "it pre-places your guys in spots". Perhaps when your character does a "charge" attack, then when it's over s/he doesn't just jump back to the original position, but rather ends up on the other side. And other such things.
[*]Ditch Elements: OK it was different. OK there's benefits. But basically I found it more of a pain than anything else, and NOT just because there was a lot of them. Call me old-fashioned, but I LIKE a more "standard" mana system with MPs, spell costs, etc. If you really wanted to go old-school, I could be convinced of a "spell level" system like FF1 had, but I was NOT fond of the element system in CC.
[*]Keep Field Effect: Personally I thought this ADDED a lot to combat, and would be the only aspect of the CC element system that I'd keep. It changed strategy from "use the strongest you have, against enemy weakness" (which made most battles very similar) to "you must manipulate the field, then unload"
[*]Return to pre-set lists of spells/techs: I was NEVER a fan of "all characters have the same abilities" ways of doing things. Hence why FFIV is JUST about as high in my mind as FFVI, and FFVII is below, as while 6 still had "everybody could learn all magic", at least each character was still unique via armour and their UNIQUE abilities. FFVII lost this in almost-all-but-name of armour/weapons, and limit breaks. And CC lost this in all but techs, which was a VERY small sub-set of abilities, and while there, was NOT make-or-break on who you included in your party very often. Now perhaps there is a happy medium between pre-set techs and some more flexibility, but I was never a big fan of infinite flexibility WITHIN a character. I'm more for swapping out people when you want that, and not just changing abilities. It is this "too much flexibility" which also contributed to the low number of double- and triple-techs, due to the low number of abilities you KNEW were there. A shame really.[/list:u]
Hopefully that list will get the conversation going, and AWAY from the RD debate (which never belonged here in the first place).