AIR for iOS app works perfectly in emulator, not at all on an actual iPad

I'm new to mobile development, so I'm hoping I am doing some simple wrong, like a wrong checked box or something.
I have an app that I have written for iPad. It's fully functioning when I run it through the emulator (I have to change it to Flash 10.1 and use Device Emulator because nothing else will accept touch events) but doesn't really work on the iPad. Some of the features work, and some don't. It's like it's just not quite compiling all the code, and I'm very confused.
My publish settings:
Player: AIR for iOS
Script: Actionscript 3.0
Included .swf, .xml, and all relevant .as class files
Published using quick publish for device testing
Are there some AS 3.0 features that won't work in iOS? If so it would be really great to have a list of those somewhere.
What am I doing wrong? Why won't my app work on an actual device if it tests perfectly in the emulator?

My original question has not been answered, but I am running across the same problem in a different way.
I have added to my code, continuing to build the app, (hoping the problem can be solved eventually), and once again, the app works perfectly in Device Central but not on the iPad.
I have buttons to select different levels of the puzzle. Each time you press a button, the level automatically updates itself on the board. So if you are playing the shape level, the shape of the puzzle piece is on the board. If you are playing the name level, the name of the puzzle piece is on the board. Etc.
This works perfectly on my computer. However - again - when I transfer it to an iPad, choosing the "shape" level will cause the names to pop up.
I have double and triple checked the variable names to make sure they match up and are correctly spelled and capitalized. It just doesn't function in iOS.
Here is the code to switch levels and automatically generate a new random puzzle piece:
function changeLevel (e:TouchEvent): void {
    trackUSAPiece = ["pieceAL", "pieceAK", "pieceAZ", "pieceAR", "pieceCA", "pieceCO", "pieceCT", "pieceDE", "pieceFL", "pieceGA", "pieceHI", "pieceID", "pieceIL", "pieceIN", "pieceIA", "pieceKS", "pieceKY", "pieceLA", "pieceME", "pieceMD", "pieceMA", "pieceMI", "pieceMN", "pieceMS", "pieceMO", "pieceMT", "pieceNE", "pieceNV", "pieceNH", "pieceNJ", "pieceNM", "pieceNY", "pieceNC", "pieceND", "pieceOH", "pieceOK", "pieceOR", "piecePA", "pieceRI", "pieceSC", "pieceSD", "pieceTN", "pieceTX", "pieceUT", "pieceVT", "pieceVA", "pieceWA", "pieceWV", "pieceWI", "pieceWY"]
    if (e.target == nameLevel) {
        PuzzleGlobals.currentLevel = "Name";
        nameLevel.gotoAndStop("Active");
        abbrevLevel.gotoAndStop("Inactive");
        shapeLevel.gotoAndStop("Inactive");
        for (var j=0; j<(PuzzleGlobals.TOTAL_NUMBER_USA); j++) {
            this[trackUSAPiece[j]].gotoAndStop("wholeName");
    else if (e.target == abbrevLevel) {
        PuzzleGlobals.currentLevel = "Abbrev";
        abbrevLevel.gotoAndStop("Active");
        nameLevel.gotoAndStop("Inactive");
        shapeLevel.gotoAndStop("Inactive");
        for (var k=0; k<(PuzzleGlobals.TOTAL_NUMBER_USA); k++) {
            this[trackUSAPiece[k]].gotoAndStop("abbrev");
    else if (e.target == shapeLevel) {
        PuzzleGlobals.currentLevel = "Shape";
        shapeLevel.gotoAndStop("Active");
        nameLevel.gotoAndStop("Inactive");
        abbrevLevel.gotoAndStop("Inactive");
        for (var l=0; l<(PuzzleGlobals.TOTAL_NUMBER_USA); l++) {
            this[trackUSAPiece[l]].gotoAndStop("shape");
function addNewPiece (e:TouchEvent): void {
    ri = Math.floor(Math.random()*(1+PuzzleGlobals.TOTAL_NUMBER_USA));
    if (PuzzleGlobals.statesOnBoardUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
        //play BOOP sound indicating no new pieces left
    else {
        if (usaPiece[ri] != null) {
            bmc.addChild(this[usaPiece[ri]]);
            if (PuzzleGlobals.currentLevel == "Shape") {
                this[usaPiece[ri]].height = this[usaPuzzle[ri]].height;
                this[usaPiece[ri]].width = this[usaPuzzle[ri]].width;
            this[usaPiece[ri]].x = e.stageX;
            this[usaPiece[ri]].y = e.stageY;
            usaPiece[ri] = null;
            PuzzleGlobals.statesOnBoardUSA++;
        else {
            addNewPiece(e);
Here is the code that creates the piece:
        public function GeoPiece(): void {
            if (PuzzleGlobals.currentLevel == "Name") {
                this.gotoAndStop("wholeName");
            else if (PuzzleGlobals.currentLevel == "Abbrev") {
                this.gotoAndStop("abbrev");
            else if (PuzzleGlobals.currentLevel == "Shape") {
                this.gotoAndStop("shape");
            this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPieceBegin);
Is it possible I have a bad compiler or something? Do I need to reinstall the entire program? I just can't figure out why it would work in one operating system and not in another.
Thanks
Amber

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