In my game, there are a large set of high-res animations for each player/enemy combination. To provide come context, I expect the total size of the animations for my game (after C3 processes them) to be upwards of 1gb.
It's hard to say without knowing what kind of game you're making, but you might want to look into a paper doll system. If you've got PNGs for every combination of player and enemy, your memory consumption will increase multiplicatively (or maybe exponentially?) if you ever want to add new enemies.
The images directory of my project is 1.1gb. Why does the profiler show 3700mb for images? 3700mb image memory is for uncompressed images.
PNGs are technically compressed; if I remember correctly they take up 4 times as much space in-game. They're also existing in your GPU's dedicated memory. Keep an eye on that under the "Performance" tab of Task Manager in your benchmarks as well.
Your best bet is to split everything into as few sprites as possible and get really creative with load/unload system actions to keep memory usage low but keeping gameplay smooth.