The intention behind this suggestion is consistency with current mechanics and design philosophies, not to needlessly raise difficulty.
Sprinting should increase the follow range of hostile mobs to encourage players to consider their movement choices and their behavior around hostile mobs.
The follow range, or detection range, of hostile mobs is already tied to player movement. Sneaking decreases follow range down to 80%. By design, the darkness of the night and caves is meant to be dangerous. The player always has the advantage of being faster than mobs, yet sprinting and sprint jumping increase that advantage drastically. Instead of punishing the player directly with harder mobs, expanding the follow range will more naturally scale difficulty based on the player's actions.
Keep in mind, hostile mobs cannot see through blocks. This suggestion will mostly be noticeable in large, swiss cheese caverns and at night on terrain with little elevation. Given that sprinting increases speed by 130% and sprint jumping by 165%, playtesting will be needed to find an ideal value. This idea comes from playing old Minecraft and considering how sprinting has altered difficulty. In Minecraft 1.6, Mojang increased the follow range of zombies from 16 to 35 blocks in an attempt to accommodate this.
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