But, first off, to address the people who were clamoring for a 64 bit EXE: Frankly, I thought this was nonsense to begin with, and the logic behind it was a display of ignorance on the subject of why CTDs happen in this game, or for that matter, any PC game.
A game will "crash to desktop" when it encounters an error that will corrupt game data if the game continues to run, so the game defends against this by abruptly shutting itself down, and since we are talking about an Elder Scrolls game, I am not surprised the same engine that powers Morrowind, Oblivion, and Skyrim keeps giving people trouble.
The reason I say this is because the problems have NOTHING to do with how much memory is available. In truth, minimum and recommended requirements for all three games seem quite reasonable, and the only reason they all have had frequent crashes is because of bad coding stability, not because it was 32 or 64 bit.
(FYI, all 64 bit code allows is more memory to be allocated into memory, and if the game code is crashing badly in 32 bit, recompiling it to 64 bit whereupon it will receive larger memory allotments given how 64 bit code works will merely make it more unstable)
In Morrowind's case, Bethseda fixed many of the problems by the time of Bloodmoon, and most of the remaining major bugs have been eliminated by the Morrowind Code Patch, and since this is a 32 bit game I have run on XP/Vista/7 (32 and 64) with very few CTDs in any case, it was clearly a case of bad coding that needed tweaking, and since the game still runs quite well regardless of OS, I can safely say Morrowind is fine as is.
Oblivion had a different problem: the meshes and textures were very badly optimized. Unfortunately, while Oblivion's CTD ratio was fairly reasonable (no worse than Morrowind's at absolute worst), the meshes and textures were badly optimized in many areas, which could result in scattershot FPS performance and lots of texture glitches. It also didn't help that the game code regarding quests was badly optimized as well.
However, thanks be to the Unofficial Oblivion and Shivering Isles Patches, both games run very well with very few CTDs (most of the ones I've ever had in the last three years are related to OBSE mods not installed correctly), and the performance is excellent, and like Morrowind is fine as is.
Skyrim, on the other hand, has both bad code stability and badly optimized areas. I have checked memory usage while playing the game, and while it does automatically grab around 1 GB just to run, it rarely approaches most of the 2GB limit on a 32 bit OS for me, and I get virtually identical performance and the same memory usage on a 64 bit OS.
That said, I can safely say it seems Skyrim has the same problems Morrowind and Oblivion do with memory caching, and here's why:
The game loads files from compressed BSA archives, stores them in memory, then is supposed to disengage the unused bits over time and let fresh content load, which keeps memory usage reasonable and prevents crashing due to an overflow errors.
The crowd that wants LAA added is right in pointing out this would reduce the frequency of overflow errors, but that is only because more memory merely gives memory leaks and slow caching errors more elbow room before they cause problems.
That said, a game with a better optimized caching scheme would have little need of this patch, because that's what it is, a patch on a problem that could be better fixed by Bethseda optimizing the existing code instead of recompiling it to use even larger memory allotments. Besides, if the same code crashes with the memory caching it has on 32 bit, merely making it 64 bit means its just as inefficient, and even if it takes it longer to crash, it will still do so as long as the memory caching code is a trainwreck, and giving a game that caches memory badly on 32 bit a 64 bit memory allotment could cause many more overflow errors because it's gorging on too large a chunk of memory to load new data too before emptying the old chunk, which could provide even crappier performance assuming it doesn't CTD on the spot.
Anyway, my point is that 64 bit executable as a cure to all ills is pointless nonsense. Instead, part one is optimizing the game code to cache game data efficiently. Part two is optimizing the meshes and textures to make sure the many graphics corruption and performance problems many players experience have been eliminated, and by doing that it can even add to the game stability because it's loading non bloated, efficient data in a stable way, which would serve the same benefit as the LAA tweak Bethseda will be providing.
P.S. - I am not opposed to the LAA (Large Address Aware) tweak, whether officially or unofficially added, but I do feel it's a shoddy cure all to bad coding. If used in tandem with the proposed optimization tweaks, it's probably would be of great benefit to everyone, assuming the engine is made stable first.
Besides, Skyrim uses the Creation Engine, which is heavily modified Gamebryo Engine (Oblivion), which in turn is a heavily modified NetImmerse Engine (Morrowind), which means the core of all three games share the same code base, which means that the code itself is just unstable to begin with, and the bit size of the executable will not do anything to improve that.