LAA only means the clients has access to more memory before they run out of it and crash.
You should be able to run just as many as you always have. They don't pre allocate any memory.
This change helps "kinda" when: as an example: say you run 1 client for 12 hours straight zoning back and forth continually between two heavily populated zones (mobs or players, doesn't matter) everytime you zone memory is allocated and deallocated to load mobs/pcs and zone files...
after about 8-12 hours your client will crash because all the memory it can use has become fragmented (Google memory fragmentation for more info)
Although I haven't tested this after the change, I'm guessing it will take 20-24 hours before it happens now...
So not really a fix, just a delay, but it's tricky to fix so I'll take it for now, it's something I'm investigating as well and collaborate with dbg to fix as well, just a hard bug to nail and difficult to fix properly since the underlying problem is how Windows itself handle memory...
I know there is a solution though, cause I've worked on banking solutions before and gotten those to run for months at a time with intense memory usage and no crashes... I just need time and patience to properly debug this and also, it's more difficult since I can't set breakpoints where I want them cause I don't have source access but whatevs... I'm positive this can be fixed eventually.