I've been having a similar discussion with some of my players (about style of play, not looting specifically)
Looting requires time. If you are having what I call 'fishbowl shootouts' - I think that may be your problem.
My group has played a lot of different systems but we really come from a D&D background. We go into a room, we grind out and kill everything, and we loot the bodies. We then go into the next room, we kill everything, and we loot the bodies. When we started playing EotE, it started really well in terms of plot and adventures, but sometimes prep time was short - and when prep time is short, the quickest way to get action moving is a fishbowl. Essentially the scene happens in a starship hangar or equivalent (an enclosed space). It is a shootout between the PC group and their opponents. The scene ends when all the opponents are dead. It is my opinion this is very D&D thinking. There is no goal other than 'don't die, kill all the guys shooting at you'.
Compare this to Star Wars movies or cartoons. The scenes are nearly always moving, the heroes are inevitably running from the battle, and those they are shooting at are chasing them. If a stormtrooper falls - there is no thought of looting - as there are two more to take his place. The objective for the heroes is never 'kill all the enemies' - it's always something else - and shooting the bad guys is just part of the action. My advice to the GM that has the looting issue - provide the scene where the goal is NOT to kill all enemies, but rather some other tangible goal (get a datapad with the plans, disable a shield generator, destroy a TIE prototype, whatever).
Shooting the bad guys is part of the action - but there should never be some part of the scene where the smoke clears and your PCs have leisure time to pick the corpses like vultures.