Due to a bug in a working copy of AVWW, I wound up accidentally allocation 2.8GB of some non-heap data. And Unity was just fine with that, which is a significant find. Though when I passed that 900MB of actual heap data (as in, game objects and world data, not music, sounds, or textures), then it gave the too many heap sections error.
This was something of an accidental discovery, but it is notable. This tells me that Unity is doing great as a 32bit process with the extended address paging on windows, so that it was able to allocate more than a standard 32bit application should be able to by default -- as advertised. In terms of AVWW or AI War, this means we can have however many textures, etc, as your machine will support all cached in RAM, without ever having to worry about running out of room (within reason), assuming you have 3GB or more of free ram when running the games.
That means that the only hard memory limit we're running into is that 900MB of heap space. AI War just saw a real boost in the right direction so that it's using only more like 500MB at most for most large games, and of course AVWW still is using only about 60MB at most, period, because of how we're caching stuff to disk so heavily rather than leaving quite so much memory-resident as in AI War.
All in all... this is quite good news, and a bit unexpected.