Is my modified ‘Scent’ ability balanced?


I am homebrewing a race based on the Skeksis for DnD 5e. The canonical Skeksis have a strong sense of smell, so I am using this as a racial trait. I looked up references but could only find a modified version of ability from 3.5 DnD and a very ambiguous trait for 5e. I took part in the 3.5 ability and modified it. The race has no other racial traits currently unless the ability score modifiers are counted.

The original ability:

Scent. This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent sense can identify familiar odors just as humans do familiar sights. Creatures that would have this sense normally have Keen Smell trait or similar feature such as the Wolf, but it is ultimately up to the DM to grant this sense to a creature. The Scent sense will grant the creature the ability to do the following below:

Detection. The creature with the Scent sense can detect other creatures within 30 feet by sense of smell. If upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.

Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench can be detected at triple the ranges noted above.

When a creature detects a scent, the exact location of the source is not revealed, only that its presence is somewhere within range. Whenever the creature with scent comes within 5 feet of the source, the creature pinpoints the source’s location.

My modified version:

Keen Smell. You can detect other creatures within 30 feet by sense of smell and determine what race they are solely by smell. You cannot detect how many there are. If upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. When a creature detects a scent, the exact location of the source is not revealed, only that its presence is somewhere within range.

Full statblock:

Skeksis get +2 to constitution,

Young adult / ≤300: +1 dexterity

Adult / ≥500: +1 intelligence, +1 strength

Elder / ≥700: +2 intelligence, -1 dex.

Skeksis lifespan: 900 years, skeksis reach maturity by 250 years

Skeksis naming conventions and titling. Skeksis names are always structured with Skek-, followed by the suffix that gives their name individuality. Skeksis names are saved for formal situations, close friends or to clarify a certain individual who has the same job or title as others. Skeksis refer to each other by their profession or social standing. For example, a sheepherder would be referred to as ‘Shepherd’, a Skeksis with no job or home could be called ‘Lazier’, or ‘Vagrant’ respectively. Child Skeksis are typically called ‘Youngling’. Skeksis have four arms however most Skeksis only use the larger pair causing the secondaries to become atrophied unless exercised regularly.

Language. Altho they do have their own native language, Urske, it has become a nearly dead language as Skeksis have switched over to speaking Common as a first language. Only linguists and a few others still know or even use Urske. 

Alignment. Skeksis are known for many things, however, a kind and generous nature is not one of them. Skeksis, while not wholly inclined towards evil, have found themselves to be such as a result of their selfish nature. However, most Skeksis tend toward neutral. Skeksis are quite inclined towards lawfulness due to their tight-knit societies however some who are more distant from Skeksis society may be neutral.

Speed. Due to their short legs, most Skeksis shuffle to get around. However, those who have trained their legs with lots of exercises can boast a faster gait to get around. Base walking speed is 25. 
 Size. Skeksis are 6 feet tall on average.