Boots of Springing and Striding do not enhance Rabbit Hop
Magic items and spells each have their specific rules, and do what these say. Boots of Striding and Springing says:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
The jumping of the boots consumes movement, which is why you cannot jump further than the remaining movement. It refers to your normal jumping distance, which is depended on your characters speed, and is about the normal kind of jumping that consumes your movement.
The Sage Advice Compendium entry on magic-enhanced jumping supports this and reads (about the jump spell which says "The creature's jump distance is tripled until the spell ends."):
What happens when a jump spell gives a creature a
jump distance greater than its walking speed? Your
jump is limited by how far you can move; each foot jumped
uses a foot of movement. [...] If the jump
spell is cast on you, that potential jump distance is tripled.
[...] If your speed is 30 feet, you can
use only 30 feet of that jump distance on your turn, unless
you take the Dash action, which allows you to leap the
full 45 feet.
The harengon's Rabbit Hop1 is a bonus action that operates outside of the normal jumping that consumes movement: it does not require enough remaining movement to execute the jump, just that your current speed is not 0. The distance is not otherwise dependent on your speed, like the distance of normal jumps is. It is fixed to five times your proficiency bonus. Because of this, Boots of Springing and Striding, which affect the normal jump distance, not your special bonus action jump distance, do not interact with Rabbit Hop at all. Your option (a) is the closest to this.
Jeremey Crawfords statements are not rules, unless they get added to the the official Sage Advice Compendium, currently in v. 2.7, which has no entry on the harengon feature. They however confirm the notion that the jump does not consume movement:
The Rabbit Hop trait lets a harengon jump as a bonus action, and that jump doesn’t consume any of the harengon’s normal movement.
They also say
Does the jump spell benefit Rabbit Hop? Yes, the jump spell can affect the jump distance of Rabbit Hop. If you cast that spell on a harengon, enjoy the magnificent leaps!
I think this interpretation is incorrect given the rules text, but clearly shows the intent that any kind of jumping should be enhanced. However, even if you agree with it, jump differs from the boots: jump works on any "jump distance", while the boots are limited to your normal jump distance.
That said, and especially given the designer support, check with your DM. A supercharged-jumping harengon might be a lot of fun, and the boots require attunement, so being able to do this is not a freebie. They might be willing to rule that version (d) is OK in their game.
1 Harengon's current, official version is the one from Modenkainen Presents: Monsters of the Universe (p. 22), with this Rabbit Hop feature:
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.