It's very useful to be able to capture Editor memory usage and find leaks that only occur in the tool. When doing this, we're seeing a lot of memory being used by the Memory Profiler itself when it captures Snapshot screenshots. When you have a lot of captured memory profiles, these can take up a lot of memory. Since they are only used as thumbnails, couldn't you scale these down in size (ideally take a bilinear/Mitchell mip-map that's smooth, not nearest neighbor) and maybe DXT compress them using Texture2D.Compress()? There's no reason these should be taking up a gigabyte of RAM in the editor.