Both are just 'remove setback die.'
The Togruta were converted pretty much from d20 by profgoldfinch, and largely functioned there to offset a penalty. Thus, he wrote the SWFFG version to do the same, to negate a setback die. So it's not necessarily that they sense things any better, just that they're not as impaired by concealment as a Human would be.
Similar deal with Nautolans, in that their species ability negates a condition (in this case, darkness) and thus removes one setback die imposed by lighting conditions, much like the Chiss in Enter the Unknown.
Plus, an "all the time" boost die starts getting into the realm of "is this too good?" This in particular as more and more species get official write-ups by FFG, and I'm seeing that in a few cases the authors (self included) may have overshot the mark and some species were in need of being toned down a touch.
But if you really feel strongly enough that these senses should provide full-time boost dice, it's your game. The fact that there's a 5XP talent that's currently only found in specializations that have to be purchased that does the same exact thing (Uncanny Senses, found in Force Exile and Force Emergent) makes me hesitate to simply give them a flat boost die on Perception checks.