Not sure if you want to try something like this but I've always been conscious that GMLive shouldn't really be in any released version of a game I've written so I bodged this together. YAL might have a more elegant solution but I use the profile system in GMS for building.
When developing the game I use the development profile. I sometimes have a friend work on my projects with me so, before I upload to github, I'll put it into default profile because he's not going to have GMLive running so it would crash out when building on his machine otherwise. On release I use the release profile.

So this is the first part of the game running. I set up the profiles and you can see that the default one will set the macro USE_GMLIVE to false. And, for every event that is calling a check on GMLive for updates I use this code:
if (USE_GMLIVE == true) {
if (live_call()) return live_result;
}
So, you could use a similar system and then technically just delete the gmlive folder from a release build so you don't share any of it in the build. The problem is editing later on to update the game where you might want to use GMLive again. You would need to put it back in then unless you saved a seperate repository for that, or used a git branch.
I've probably over-complicated all this but some of it may be useful.