Then something is wrong with the logging.
If you only record player input: mouse movement, clicks and keystrokes, it should be much lower.
If you only record player input: mouse movement, clicks and keystrokes, it should be much lower.
Technically you could record only the players' inputs but to play back such a recording, you would then have to deterministically reconstruct the entire match from all players' inputs. That's a bit more complicated than just replaying the local part of the simulation that your client already does with what data the server sends to players during normal course of gameplay.
oliwarner's numbers amount to about 45 bytes per frame per player, which is not unreasonable.
As I said, it's not nothing, but it's not bad.