Ok so I installed everything (Android Studio + latest emulator, on Windows 10). I created a device (Pixel 3a) with an Android 11 x86_64 image. All is working fine, I can even have access to the Play Store.
I first installed a 32-bit build of my app on the emulator, and it works fine too, including ANEs, and even purchases restoration. But when I install the 64-bit counterpart of the app, it installs fine, but when I open it, either it crashes the emulator, or it just displays a blank screen.
So I tried to debug the app with a debug build: it works again on the 32-bit build, and I can get the traces, but the 64-bit build doesn't connect to the debugger. It seems the app doesn't even open.
I then tried a very simple app, made only of a few sprites on the stage (not even Starling, just regular display list). No ANE at all. Again, same scenario: 32-bit works fine, 64-bit just displays a black screen.
I'm wondering if it's an issue with the emulator, or if my builds are really bad. So I downloaded another emulator (https://www.memuplay.com/, which supports Android 7.1 64-bit images). And here, the 64-bit builds work fine (but as you said, I suspect it's not very accurate compared to the Android Studio emulator).
Now, I'm pretty stuck if I want to use the Android Studio emulator, as I'm out of ideas. I tried to look at the logcat logs, but honestly, I can't really find any useful information (but I'm definitely not an expert). Did someone already run an AIR 33 64-bit build successfully on the Android Studio emulator, please?