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(Disclaimer: I am not ultra computer literate. What I state below is my understanding of the problem based on personal experience and talks I've had with those more knowledgeable than me. If somebody knows more than me and sees this, please correct me.)
That doesn't change the main problem I know of with 32-bit game engines: The RAM limit. IIRC, something about 32-bit stuff limits the amount of RAM a program (in this case, a game) can use to 2 gigabytes, 4 if you use a Large Address Aware patch. To put it simply, a 32-bit game is unable to leverage any RAM amount higher than 4 gigs, tops. If you have a GPU with more than 4 gigs, the game is completely unable to use that excess RAM.
The biggest issue this presents for gameplay in my experience - besides issues with old software running on newer hardware in general IIRC - is that whenever this cap is hit, the game will crash. Period. There's no way out of this besides gimping your experience, and when playing with large, powerful mods like the MoWAS 40K mod and stuff like Unification for Soulstorm, it has a tendency to rear its ugly head a ♥♥♥♥♥♥♥ lot...
There are ways modders and gamers can try to avert this, but those are band-aids at the very best. The only permanent fix for the RAM problem is the game being upgraded to 64-bits. From there, it comes down to what can be optimized and the specs of a player's computer.
https://stackoverflow.com/questions/639540/how-much-memory-can-a-32-bit-process-access-on-a-64-bit-operating-system
This seems to have better explanations, albeit they make my head hurt a bit.