Yes, albeit my immediate observation (friendly wording for
) is not memory related. 
Given the number of dependencies, I’d say this is your project’s one and only Assembly Definition. If that is the case, you might as well remove it entirely since you aren’t using Assembly Definitions for what they were designed for: to decouple your code from a large (and ever-growing) number of dependencies.
As to memory usage, a little bit can sometimes go long ways:
- Remove any packages (and assets) from Package Manager that you do not actually use.
- Player settings: enable Managed Code Stripping and make builds with an increasingly higher stripping level. It may break the game eventually, in that case settle back to a lower setting OR spend some time and figure out what type(s) are causing problems and exclude them from stripping.
The memory gains from these steps are likely relatively low (eg < 50 MB) but could overall reap some benefits nevertheless for just a few steps. Stripping takes some time during build but can be offset by faster IL2CPP builds. It can also shave off a couple MB from your build size.
For profiling, also look into Android Studio Profiler since it’ll provide with more low-level details.
One thing to verify: does your app’s memory usage grow during repeat life-cycles? Eg enter play, exit to menu, enter play, etc … or just progressing through levels. Steps that a player might do several times per session which involve scene or resource loading. You’ll want to ensure you aren’t leaking notable amounts of memory.
The top-3 items Textures, Shaders, and Meshes make up for almost 400 MB of memory, but as expected account for the Pareto-typical 80% of the Unity Objects category. So I’d say - if there is an issue at all - it’s likely found in services, SDKs, or leaked memory. But keep in mind that this “extra 1 GB” is also Unity engine memory usage, including GPU memory for frame buffers and such.
What does the All of Memory tab show? The Unknown/Subsystems usage listed in there is what you cannot influence, or only very indirectly. You could sum that up, deduct it from the 1.44 GB, deduct the 500 MB you can directly assess, and then consider if that part of memory is worth further analysis or not (eg probably not if it’s < 250 MB and you haven’t even explored texture optimizations eg compression, max size reduction, color bit depth reduction).