Best practice for universal iOS app? swf or swc?

Hi,
I'm trying to map out a framework for my assets which helps keep the memory load low at runtime for an iOS universal app and ran across the following article regarding swc files.
http://www.flashrealtime.com/compiling-big-air-swf-to-ios/
However, it's unclear as to how this method would be beneficial from a memory standpoint. Don't the files still get loaded at runtime?
Or should I be looking at swf files with the code stripped out and referenced from the main swf in the ipa? (sounds like more work!)
Please help educate a noob!
Thanks!

Thanks for the reply, Dave!
What I'm trying to figure out is the best way to achieve a fast load time for a universal app and was hoping I'd be able to instantiate only the necessary swc files as needed along with their appropriately linked classes. (swc#1 for iPhone 3G bitmaps and MovieClips, swc#2 for iPhone4S, etc...) Seems this isn't possible now.
Anyone have some favorite they can share for fast app loads?
Thoughts on universal apps in general? I'm thinking maybe this isn't a good path anymore considering the beefy high-res screen on the new iPad...

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