First of all let's take a look how the strings are stored. I used lotrounpacker to take a look at the clients data. The site provides two binaries, the dat-unpacker and the localedata-extractor. The first one can be used to unpack client_local_English.dat, the later one will generate a large text file with all the strings. So how do we achieve that?
First of all copy DAT_UNPACKER.exe and datexport.dll to the root folder of LOTRO (it's a .NET 4 binary). After this simply call the binary from a commandline:
DAT_UNPACKER.exe client_local_English.datThis command will run for some time (something like 10 mins), depending on your hardware and fragmentation of your hard disk. It will also eat about 600MB of disk. Once the command is finished you should have folder: data\client_local_English\2XXXXXXX\25XXXXXX\250XXXXX
Extract the LOCALDATAEXTRACTOR.exe into that directory and execute it (again a .NET 4 binary). It will generate the 30MB text file LocalData.txt containing all the strings. You can now browse this file in something capable dealing with larger text files (i.e. not notepad).
Now that we have the strings, how do we find out what the server is telling us? Basically the most simple way is to search for "25" in packtes. If we take the first 0x01000006 packet from the server and search for "25", we will find one occurence. If you now read 5 bytes backwards starting from the byte we found, we will read 250001FE0A. So we take a look at the LocaleData.txt to find "Authentifizierung wird überprüft ..." (in case of the client_local_DE, somehow the strings are wrong when using client_local_English). This is exactly the string the client is displaying during startup.
I also used a disassembler (ILSpy) on both binaries. The result does not provide us anything so far, but we might need to parse the files at a later point when the server is maturing. So far there still is a compile error due to an issue in the disassembling, but so far the code looks usable.