Not to mention game development asset creation is inherently a disk intensive task. You're going to have lots of huge images, 3D files, sounds, etc. in lossless high quality formats (even for simple 2D games). 76 megabytes is tiny compared to the rest of the stuff you're dealing with.
Because Tiled is a very mature 2D tilemap editor with quite a few features, so if a new product comes on the market that is three times bigger then an obvious question is "what does this have to offer that the older, smaller program doesn't?"
This is absolutely not true. You might be able to make the argument that if a dev was careless with disk space they may also be careless with performance, but there are plenty of applications that are large and performant (see: any AAA video game, Linux, web browsers).
The overwhelming majority of the size there is art assets, not actual code. Also, reducing the size of those art assets can actually improve performance by the simple virtue of not hitting the memory wall all the time, so I'm not really convinced here.
> Linux
A monolithic kernel supporting every piece of hardware under the sun from the last three decades is not really a valid point of comparison.
> Web browsers
Same story: the requirements of a 2D level editor are nowhere near the vastness and complexity of everything that web browsers have to support.
one bug reason binaries get large is due to optimizations such as inlining and code gen/specialization of generics..there are so many examples where runtime performance is gained in exchange for larger binary size.