I didn't quite finish Live a Live last year, but did work my way through the last three scenarios and the final chapter, so I'll detail the rest of my thoughts here:
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* Prehistory - Probably the longest chapter, but also the one I think is most improved from the original SNES version. The crafting is still fiddly and it's probably best to look at a guide, but Pogo's ability to sniff and search out has been greatly improved, mostly because the radar shows you where to go. I did fight and beat the superboss of this chapter about two levels before the online recommendations and it didn't drop the overpowered item that wrecks the balance curve. Rude.
* Wild West - Quite possibly my favorite chapter? I love the Sundown kid, I love finding all of the traps and having the townspeople set them up, I love that the Sheriff's kid who is gung-ho about justice and fighting back is also just dogshit at setting up traps.
* Medieval - The chapter that unlocks after beating the previous seven is interesting and reveals more of the truth about what's been going on throughout time. This is probably the most difficult chapter, especially towards the end as you're fighting through tough bosses solo with only a few abilities. This is maybe the most surprising bit, though - I didn't really like Oersted! I remembered him being fine, but no, he really does fuck this one all up on his own, tbh.
* Finale - I picked Sundown as my protagonist for the final chapter, mostly remembering how much of a pain in the ass to recruit he is otherwise. I immediately picked up Lei, Akira, and Masaru since I had a feeling I wasn't going to be using Masaru or Akira in the final party much. I wanted to get their ultimate dungeons out of the way and then swap them out for the other members one at a time to build levels. My final party ended up being Sundown, Lei, Pogo, and Cube - I used Oboro instead of Pogo for a while but I needed someone who could get up close and take hits.
I like a lot of the final chapter, though some of the character dungeons are a little flimsy. Masaru's is just a straight shot, the real trick is finding it. Oboro's is truly annoying, with having to fight a specific enemy to get a key that breaks after one use and doing this *over and over again*. And the dungeon is confusing! Bad, all the way down.
Minor annoyances aside - like having to look up where the superbosses were or having to run away 100 times to fight one of those bosses (or one of the superbosses being right before the final boss and then being sent ALL THE WAY BACK TO WHERE YOU STARTED in order to fight it for some boots that give +7 defense instead of +3 or whatever) - I absolutely love the final chapter. I love getting the gang together, I love the remix world, I love the finale and how the story wraps up. Just had an incredible time, all said.