Occlusion Culling: 1 Gb of occlusion cache generated for small scene

I tried to baked occlusion data for a small scene using the default paramaters.
The bake just went on an on with no end in sight. I killed Unity then went to the occulsion folder in the library and noticed that over 1 Gb of occlusion files were generated for a small scene. The folder had over 200,000 files generated. This doesn’t seem right. It seems this folder just consistently gets bloated very quickly.
I noticed the issue started happening after Unity fixed this bug: Occlusion culling now cull point lights - Unity Engine - Unity Discussions

Anyone else having this issue?
Using Unity 5.2.3.

Are you sure that your scene scaling is “Normalized” 1 unit = 1 meter?
It may be off by a factor of 100 or 1000 then one GB sound not far fetched.

The scene scaling is off by a factor of 50. But, when baking occlusion, the occlusion cells are reasonable sized. For example: a typical hallway has 2.5 occlusion cells for the width of the hallway, which agrees with Unity’s example in the manual for cell size. Also, if you hit the “Default Parameters” button, Unity is supposed to automatically determine the proper occluder and occludee size.

I deleted the occlusion folder an re-baked the scene, now it only took about 1 minute.
I think the issue is that the Occlusion folder can become very bloated if you occlusion bake the scene again every time something changes. Probably a manual delete is required every now and then.
Also I disabled windows indexing now for the library folder and seems to speed up the process for generating the occlusion cache. It’s not necessarily the total size of the folder, but rather the # of files. 200,000 files in a single folder is a lot of files for my machine to handle the indexing. I also now have my anti-virus completely ignore the Library folder.
These two changes seemed to have helped greatly.