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(+1)

100%. Going with the easier route is always good. You can always add in the harder AI as a different difficulty levels. I think random patrol points is good, but if you are looking to make changes later, you could have it so that unlocking the door aggros the guy no matter where he is, so you force the player to interact with the hit and hide mechanic. 

Great suggestions!

Knowing myself I probably won't give myself the time to revisit this project, but I do like the idea of offering a harder and scarier experience (especially after playing your entry, which was terrifying :D)