Flex 4 and lots of objects

So here is my dilemma:
I am creating map project where I have well over 4000 sprites, 5000 textfields(or labels) that are a part of an interactive map I am making. Not all maps are that big, but some of the bigger maps get to be about that size with that many objects in them.  The issue at hand is that obviously with that many objects needing to be rendered (during scaling and dragging), I run into speed/framerate issues.  My question is, what is the most efficient way to handle a project that needs to have that many objects... I have some solutions below that I have/will try, but I wanted to get some input from the experts/sudo experts .  If you have any ideas or comments please let me know and thanks in advance!
*** Other important background ****
I am drawing all these objects and textfields at runtime based off of a xml file that is read in. 
I am also aware of the elastic-racetrack and have used that to help with loading and such.  The problem isn't in the loading.
1. Using bitmaps instead of sprites.  The problem here is that then I need a solution to scaling. Bitmaps don't scale very nicely so zooming in would be a problem.
2. I was thinking about trying to use add/remove child for objects that are not currently in the displayed area so that those object are rendering, but I think that all the calculations involved in determining whether the object is in view or not, put adding and removing tons of object all the time wouldn't really be anymore efficient.
3. I know that components like the Group in flex 4 have clipAndEnable scrolling, but I am not exactly clear if that will fix the issue with not render objects that aren't in the viewport.  I have read various documentation that is conflicting so if someone can clarify that for me it would be greatly appreciated.

Flex aggregates sprites by taking sets of graphic primitives (Rect, Line,
etc) and drawing them into one sprite instead of one sprite per primitive.
It does take some code to figure out how to aggregate so it might have run
slower for you in some situation.
The fundamental point is that on every frame, the player visits every Sprite
and TextField in existence.  If you have 10000, that's like run a for (i=0;
i< 10000) loop 24 times a second.  Cut that down and you should have better
idle time numbers, but the cost of cutting that down might be too much.

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    AIR is a cross platform runtime, kind of like Java (build once run everywhere). But with AIR it's a bit more tricky. You have to compile your program to each target platform (Desktop, Andriod, BlackBerry, iOS) separately. It's not like with Java where you can indeed run your jar file on lot of platforms. AIR is essentially Flash "on steroids" as it mostly has the same API as Flash and builds on top of it. But AIR not in the pluging form, i.e. you don't need a web browser to run it from.
    Here are the latest AIR runtime: http://get.adobe.com/air/
    and SDK: http://www.adobe.com/devnet/air/air-sdk-download.html
    You will need AIR SDK to build AIR applications and it has to be overlayed on top of Flex SDK which you can find here:
    Flex SDK: http://opensource.adobe.com/wiki/display/flexsdk/Download+Flex+4.6
    Now Flex SDK is essentially a component framework. You will need a button in your application, or a Video component, right? So that is what Flex provides for you free of charge.
    Obviously this sound simple but Flex is much more then that and here is your
    Flex documentation: http://www.adobe.com/devnet/flex/documentation.html
    So, Flex is a component framework which lets you build applications which target either Flash or AIR as executable runtime. For Flash it is called Web application and it runs from withing browser or standalone Flash player. For AIR it is called Desktop or Mobile project and it runs from withing AIR runtime which has to be installed on your device or bundled with your application.
    Now, speaking of Steve rants, yes, they wanted to kill Flash on their platform, there was even a guy there who was responsible for that result (I forgot his name but you can google), although Adobe never admited that and played it nice with Apple. Why they wanted to kill most expressive and complete vector and video engine on the web (Flash)? It's simple! This is beacase they wanted to play on their nice and cozy iOS/iPad/iPod playground alone! Because they want to control the delivery of the content from publisher to consumer. they want to stick their proprietory products and specifications in between and skim the money! That is why they don't need Flash in the browser. Flash allows people to publish and consume an impressive content without charging a dime! That includes H264 video among other things. And that is what Apple doesn't want to see.
    Good luck with Flex and everything else,
    SdS

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    2. In that case, you need to also define the channels that the destination will be exposed over. See documentation for how to do that.
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