I'm a beginner in Godot but have some experience using scripting languages and no knowlegde about compiled ones.
I just created an app with 2 scenes, 3 pictures and exported it to a windows executable. The exe itself is about 35MB and the .pck file 8 MB. I think thats quite a lot for such a small programm.
Checking https://docs.godotengine.org/de/stable/development/compiling/optimizing_for_size.html and
gives a solution but as beginner thats a lot effort to just reduce the file size. Additionally if you have different projects requiring different module set, you need to build a seperate template forall of them.
Now i'm wondering why those modules aren't seperated into dll files. So one dll for every module. On build settings then you only need to choose which one to include (ether in the exe or the pck file). So you basically have always the same exe containing a godot core and everything else is loaded like a plugin depending on the included dlls. Even better: The build process should be able to automatically decide which ones to include as it can see in the GD script which functions are used and so which dlls are required.