If I may play the role of dissenter, I don't think you need a bigger team, and I don't think you should focus on improving the demo.
You need one person to be nominally aware of
everything that's going on in this project. This one person will know what needs to be done, and will either do it himself or herself, or will find someone else on the team who can do it and assign that work to them. If you don't have fifteen concrete assignments out there right now, you don't need fifteen people, let alone more. In fact, you probably need
fewer people on the day-to-day staff. Fifteen is not a terribly
stable number; seven would be much better. But my point is not to get hung up on the business of picking a staff size that looks the prettiest. Use the staff you need, don't keep any more on hand, and if you don't have enough people to get things as soon as you'd like, then you bring on more, or protract development time. It's as simple as that.
As for refining the demo versus continuing with the game, I should remind you that people don't want to play a Chrono demo. They want to play a completed, feature-length Chrono game. And
certainly they do not want to play a marginally polished demo that has already been published. If you compartmentalize the game like this and play perfectionist within each compartment, you'll never finish the project. The demo is not perfect, but it certainly isn't terrible, and I think you will find that you get better as you go. If you can't put together something special the first time through, you're probably never going to be able to do so. Thus, if you want to do a "second draft," as it were, wait as long as you can before turning away from the finish line and going back to the starting point. And I'll tell you what: The only thing you absolutely need to finish before moving ahead is a coherent master plotline. That can take as little as a few pages of notes. All the details--the sidequests, the character development, locations and graphics--all of these things can be produced on the fly, as need for them is recognized by the top director or other concerned staff.
All in all, you need to focus on your central priority: Completing the game. Do what it takes to get that done; don't get hung up dallying on irrelevancies.