There's a LOT more you can do to optimize an SWF's size with many complex animations! It helps to pre-plan, but maybe this info is of use to you. Depending on the amount of solid detail in the jpegs you can use the bitmp-->trace tool to turn them into vector art images with much smaller file size. Doing it a couple hundred times would suck, but maybe it would help, ESPECIALLY if you then optimized the vector images. (See below.)

Have you thought of converting your jpeg animation into a video format with good compression, then streaming the video into your animation? Or cutting out every other frame (for example, 24 fps animations are more than the eye can see. When I'm doing a job I animate 13-15 frames a second, cutting down on required art.)

If your animation frames are converted into vector art, try going inside your movieclips and smoothing the details. A black and white jpeg image with a classic tween is a 20kb SWF on my machine. Tracing to vector art, and removing the white background, that SWF is 7.11kb on my machine. When I smooth it three times it becomes 2.10kb. That's roughly 10 times smaller than the original SWF.

Also, the kinds of tweens you use within the SWF impact the SWF movie size. The smoothed vector art shape moved to the right as a "classic tween" is 2.18kb, while the smoothed shape moved to the right as a "shape tween" is 4.92kb.

So, if you have animated text swoosh in, trace it, optimize it, put it on its own layer, and use a movieclip tween for the motion rather than 30 jpegs. That kind of thing. Good luck!