That seems about right, the log indicates around 14GB of textures stored in vram. This can go up pretty quick with a UDIM project. Each layer for each channel is raw texture data, sometimes in floating point, that's a whole lot of data that we try to keep in vram cache as much as possible. As a general rule, Painter will use as much vram as is available until it runs out and start caching in ram and disk.
I would assume this is a somewhat advanced layer stack though. If you get this kind of usage with a very simple or empty stack, then there is an issue.