Quote: "I have a feeling that it used to use deleted sprite ID's over 10000"
It definitely did at one point. When I was first learning AppGameKit, I often checked IDs of pretty much everything when bug hunting and noticed (for example) that sprite and image IDs were reused but touch IDs were not (thankfully).
No idea when the behavior changed, but I too don't think its an issue as there are still a heck of a lot of IDs before we overflow a 32 bit integer.
As a side note, the command DeleteAllSprites() does reset the value, if it needs to be reset.
Edit:
Just for fun, I did the maths;
My PC runs AppGameKit at about 3000fps with sync off, so doing nothing but create/delete sprites (1 per loop) it will create/delete;
3,000 sprites per second
180,000 sprites per minute
10,800,000 sprites per hour
So would take nearly 400 hours (16.5 days) of continuous running to create/delete 4,294,957,296 sprites ( 2^32 - 10,000 )
This is seriously not going to be a problem