> Sprint makes maps massive. All useful points are too far away for a player to use base speed (moving and shooting) in a decent amount of time, not to mention the space between players is now, on average, increased. Try playing Prisoner or Beaver Creek with Sprint. Go ahead. Reach has an anniversary collection. Spoiler: you -Yoinking- can’t.
>
> Lines of sight are muddled because movement negates the use of weaponry. If I can’t move and shoot (and because maps are huge, I can’t,) then I am under insane pressure to get to cover because I can’t reciprocate anyone shooting at me. Therefore, lines of sight must be closed down to allow players to Sprint to their heart’s content, rather than have combat be initiated as soon as you step onto the map. Try playing Hang Em’ High with Sprint. You -Yoinking- can’t.
> “Sprint” does not fit the definition of movement, however. Halo’s Sprint is movement without use of weaponry in a single direction. In order to strafe, move backwards, or shoot my dang gun, I must be reduced to a crawl on a massive map. In order to do anything important, I must move slowly on a larger map. This is different than moving slowly on a smaller map, or faster on a larger map. Therein lies one of my greatest qualms with this mechanic. What is it? Is it an addendum that now players must stare directly forward and cripple themselves to travel from place to place? Is it a designated “tuck your tail between your legs, spin around and run the -Yoink- away” button? Is it an attempt to fit a mechanic into Halo to pretend it’s still relevant, even though, as population charts would indicate, it only stopped being so around 2010?
> The open center of a 4 v 4 map without Sprint is a place of death and judgment. It’s where -Yoink- gets real and all the big firefights happen.
>
> With Sprint? Well, the centers of Countdown, the Cage, Asylum, Reflection, Powerhouse, and Zealot become ghost towns. At least in 4, they had the bright idea to stick giant pieces of geometry in the middle of all the maps. After all, if the center of Guardian is too big, and the lines of sight too wide, than fighting there means that you must be reduced to a snails pace, and moving there means that you can’t shoot back at whoever is shooting at you.
These are just my reasons. There are many others with many other reasons.
EDIT: -Yoink- I misread the entire OP and every comment that followed. I’m an idiot…It’s kinda sad because I really like what I just posted. 
> Reasons to keep Sprint?
> - I can Sprint. Why can’t a super Soldier?(I’d like to see you Sprint across a battlefield.)
> - I like to Sprint.(I don’t. We’ve proven nothing.)
> - Two speeds are suddenly initiated, the increased speed required to move about the map, and the speed that sets a player into combat. By using Sprint the way it is, teammates may reach combat areas faster.(This is an interesting argument, and the only one that actually attempts to meet anti-sprinters on their level. Props to the one guy who thought of it. However, such a distinction between travel and combat has never been needed before in classic Halo. If not for massive -Yoinking- maps, such a concept would be wholly unnecessary.)