I don't know that I agree that Eyes of Night is distinctly more powerful than Eyes of the Dark. At first and second level, sure: Night beats the Dark hands-down. At 3rd+, though, Eyes of the Dark is adding an extra spell known to the Sorcerer (a really nice feature), and it is also adding something very useful and vanishingly rare: the ability to make magical darkness that you can see through.
Both features fit the roles of the classes: Eyes of the Dark is a more "selfish" feature that boosts the performance of the Sorcerer and impedes the enemies in a non-party-friendly way, while Eyes of Night is a more defensive/support feature, allowing clerics to alleviate night-blindness (or facilitate a party-on-monster ambush by letting the whole party outrange the darkvision of pretty much any opposition). Borrowing terminology from 4e, Eyes of Night is a more leader-like feature, while Eyes of the Dark is more befitting a striker (or controller).
In a close-quarters environment (many dungeons), the ranges are pretty much a wash, as both outrange the nominal 60 ft darkvision, and as there may be no places in the dungeon with eye-lines (much) longer than that 60-120 ft. The distinction, there, is share-ability vs. the darkness spell and the ability to see through that darkness. That's a much closer race, and one I wouldn't want to call unless I knew the character's party and objective. For example, if the party-member with this feature is the only one without any darkvision of their own, the value of the sharing part of Night is greatly diminished. If there is a Warlock in the party with either Devil's Sight or an Imp familiar, Eyes of the Dark's value goes up considerably (a second character able to see through your magical darkness is twice as nice).
Anyhow, just food for thought.