The problem isn't the concept, it's the execution. Short and intensely personal stories would be rad. They kind of have to be good though. If the are not all that great (and let's be honest, they are not exactly fucking spectacular), do something interesting with the connecting element. The game executes that part extremely badly too. It doesn't get any more low effort than the current post-game.
Like, here's the most damning thing about OT: even though the concept is interesting as hell, the game squanders it all. A game like this needs ambition, and unfortunately there is none to be found in this game. It tries to hide behind great audio-visuals, but this game is budget as fuck. I've seen people in this thread ask if there is more stuff in the game like Olberic's chapter 2, because things start to get a bit formulaic after a while. The answer is no. 32 fucking chapters, and the only curve ball the game ever throws at you is this one part. Why can you not take part in the arena afterwards anyway? That is like the lowest effort JRPG side activity and it's not a thing in this game. Why no fishing mini-game? Why not make the part where Cyrus gets captured into a unique dungeon where you have to break out and get your weapons back? Why not have a chapter that makes you travel around to several cities and dungeons? Why are there no tame puzzles to break the monotony of dungeon "exploration", with keys to find and switches to press and mini-bosses to defeat? Why not have some interesting story set-pieces like most of the classic JRPGs?
I could go on forever with this game because it's seriously missing everything that's not towns, battles and chests placed at dead ends. It's basically Bravely Default all over again. Looks good, sounds great, fun battle system, shits the bed when it comes to absolutely everything else. If you want to be the team that provides 16-bit JRPG goodness in modern times, how about you start to put the meat and potatoes into the JRPG stew already.