How can I make media in swc load on frame 4?

I created a project that is rather large... it has 20 or sound sound files, 10 or so fonts, and close to 400 png and jpeg files.
Now,  all these assets were loaded in the fla library and over time, compile  started getting worse and worse to the point it was almost impossible to  debug without a 5 to 10 minute wait per build.
After  many many hours and research I learend how to embed my media into an  swc. That, and turning off "warning mode" the compile time is now like,  10 secs down from 10 minutes - awesome.
However, now my  preloader is not running because it has to wait for almost the full app  to download and run before it starts playing.
I would  like to know how to delay the loading of the swc media so that the  projector will actually start playing before it's fully downloaded.
Here is what I did.
1.  Create a new fla, and put a bunch of graphics and media into the  library. Each media element has "export for action script" checked,  "Export on frame 1", a unquie class name and a base class defined.
for example, let's say I have a png called "MyImage.png" in my library, and I give it a class name of classMyImage.
2. Save the fla as "MyProject_library"
3. In the publish settings, checked export swc. and publish it.
now I have an swc in my project folder.
4. Open my project, called "MyProject.fla" and open the action script settings.
5. Set "Export classes in frame" to 4.
6. Uncheck "Warnings Mode"
7. In the "Library tab" I click the "browse to swc" button and select "MyProject_library.swc"
8. Go to frame 1 of my project and create a blank frame.
9. Go to frame 2 of my project, add a key frame and create my preloader code.
addEventListener(Event.ENTER_FRAME, Preloader_Progress);
stop();
function Preloader_Progress(e:Event):void {
    var Loaded:int = this.root.loaderInfo.bytesLoaded;
     var Total:int = this.root.loaderInfo.bytesTotal;
     var p:Number = Loaded / Total;
    var perc:Number = Math.ceil(p * 100);
    txtPre.text = perc.toString() + "%";  // this is a text field on the stage on frame 2.
    if (Loaded >= Total) {
          gotoAndPlay(4);
8. Go to frame 4 of my project, and for EVERY media element in my library, I add them to a dictionary so they get instantisated.
import flash.utils.Dictionary;
var swc = new Dictionary();
swc["classMyImage"] = new classMyImage();
I found that I HAVE to do this or assets will not load properly when I run the project.
9. Build the rest of the project so I can get paid.
10. Publish the swf and upload it to my website.
Now, I don't get any errors, and after MUCH trial and error I  have finally got things working, however, before I migrated all my media  to the swc, the text field (with other graphics and progress bars and  pretty things) would become visible at about 5% and then fill up and  when at 100% would proceed to frame 4 and load all my media assets and  continue happily.
After the migrating to the swc, I  look at a blank background for a while and then the app appears with the  text at 99%, this tells me that all my media is loading on frame 1,  thus not allowing the app to start playing until it's downloaded.
I have tried exporting my swc with the "Export classes in frame" set to frame 4, but it made no difference.
Anyone have any thoughts?

I'm not sure it is possible since the time definition lies in the server/database and not reflect the time zone of the user.
Any way I think it's the correct way to do since if users cross world would like to exchange data among them they will have same referenced time.

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