I'm getting a similar crash myself. Large texture, GL_RGB format, but I'm passing the data in via glTexImage2D rather than glTexSubImage2D and it crashes in glDrawArrays when I use the texture. The internal format can be GL_RGB or GL_RGBA at least, and it still crashes, but change to GL_RGBA for the format and it works.
I can confirm that the 13.9 driver works fine. I haven't tested any beta drivers.
I'm using Windows 7 64-bit.