To be honest I'm more critical of Chrono Trigger than I am other games just because of the praise it constantly gets so I probably sound more hard on the game than I actually feel about it. But, I do feel like it has a lot of flaws that get overlooked for whatever reason that other games get hammered for.
My problem with that section of the game is that Chrono Trigger doesn't have good enough gameplay to compensate for the fairly standard jrpg fetch quest sequence chain.
Because the reality is that chrono trigger isn't meant to be deep, it's meant to be very casual friendly game carried by spectacle, and people who overrate it don't admit that.
Finally, these are not chibis on a grid or first person PoVs anymore, these are real sprites moving freely with a bunch of cool anime moves.
The enemies are animated and they want you to see them on the overworld, which in turn removes random encounters, which in turn leads to less enemies and thus no reason to grind.
Character customization is minimal (no class, no unique command, no learning, only 4 equip slots) and they want you to feel badass so combat is designed around 1-2 turning enemies (much like persona) with proper AoE double techs or using the right magic element. The depth is low and the variety comes from different enemy positions, exclusive gimmicks and swaping team members to see their new techs and dual techs.
There are only 4 elements with most only having acess to 1 and not even buff spells. Status effects are extremely rare, you can beat the whole game without seeing half of them.
They want you to to feel spam skill as much as possible so you have a LOT of free heal spots (enertron), the Inn are like 10-50g, the tent item is only 150g and you can buy ethers relatively early.
The game starts with the fair which is a visual highlight to walk and after that it's very linear and near impossible to get lost other than forcing you to talk to specific npcs to progress, with very little sidequests until basically the end of the game.
The main story is very simple but perpetually escalates in stakes and drama while wasting zero, to the point it might feel "rushed" compared to modern jrpgs.
Chrono trgiger is still kinda overrated but the real reason chrono trigger works and Sea of Stars doesn't is because Sea of stars
is actually kinda slow and lame. If you're going to have shallow combat and story then at least make it cool and fast.
Sea of Stars also suffers the problem a ton of indie jrpgs have of useless battle minigames that make shit unnecessarily slow and stressful without making it deeper. The infinite boomerang spell for example is retarded as you can spend more time on it than it a CT battle. I know it's the shell kick from mario & luigi but the shell kick was a mistake and ruined a generation. Mario and luigi SSS is similar to CT in a sense, as it's really about fast spectacle.
The most "stressful" thing in CT is when you see a new enemy and don't know how to deal with it or you intentionally wait it out for another characters turn to unlock the dual tech, which feels good because you hear the
ping and isn't tiresome.