I was just profiling an otherwise empty scene, with a Canvas, a Panel and an EventSystem and the GUI system allocates memory on each frame without nothing going on.
The EventSystem allocates 52 bytes each frame in EventSystem.Update().
The Canvas (if there’s anything on it, like the Panel) allocates 100 bytes each frame in Canvas.SendWillRenderCanvases().
What’s up with that, is it something you would be able to fix?