I'm responding to a PM here about Blender crashing with tens of thousands of objects in case it's useful to others.
I don't use a special build of Blender or Bullet Physics (it is a 64-bit version); but yes, although there isn't really a limit with Bullet Physics, Blender itself is not well suited to handle tens of thousands of discrete objects.
For the 32200 objects (simple instanced cuboids) scene I had to hide Blender's outliner window and also hide (obj.hide / eye icon) 90% of the objects from the 3D view otherwise Blender would slow to a crawl (probably crash). 10% of the objects was enough for me to set/understand the scene, place/keyframe the camera, etc. and have a responsive 3D view. I actually think the outliner window may be one of the biggest issues with Blender and so many objects, besides the fact that adding more objects gets real slow when there are already so many.
There are many challenges to make this work smoothly in Blender. I was thinking of implementing "physics arrays", which would work like particle systems, but for instanced rigid body dynamics shapes instead. The advantage is this would appear as just "one" object to Blender.
Problem is that I work on this for fun, in my own time, when I feel like it, so my progress on my physics tools is very slow; I haven't even started to tackle this problem yet.
Your situation with over 2000 compounded rigid bodies, depending on how many each is composed of, will start to push Blender's limits. Unfortunately I don't have a simple solution for you yet. To test I just tried 2500 rings in a chainmail (8 capsule segments per ring + mesh = 22500 objs) and it gets real slow in Blender, but it's still working. If you have the patience to deal with Blender being slow, perhaps try hiding the outliner window and a large portion of the objects as I mention above to see if that helps. (ps. I unchecked "Instance all Objects" for SLG so that it exports only one actual instance.)
