I think that there are too many restrictions on True Strike. At the base level, giving up an action in order to get advantage on an attack isn't a broken concept - it's basically like using the Help action on yourself. But every time you start thinking of an occasion where that in itself would be good, it runs into one of the restrictions on the spell. Like:
"It's awesome with witch bolt!" - no, sorry, concentration.
"If I'm a sorcerer I can Quicken it and use it with a powerful spell." - no, sorry, it explicitly says your next turn.
"It'd be great for an Eldritch Knight" - well, it has somatic components so no shield or two-handed weapon for you.
"I can use it to negate range disadvantage" - not unless your weapon has a base range of less than 30 feet, you can't, because you cast it at a specific target within 30 feet.
This would be a better version of True Strike, and I don't think it would be broken:
True Strike
Divination cantrip
Casting time: 1 action
Range: Self
Components: V
Duration: Until discharged, up to 1 round.
You gain advantage on the next attack roll you make as long as you make it before the end of your next turn.
"It's awesome with witch bolt!" - no, sorry, concentration.
"If I'm a sorcerer I can Quicken it and use it with a powerful spell." - no, sorry, it explicitly says your next turn.
"It'd be great for an Eldritch Knight" - well, it has somatic components so no shield or two-handed weapon for you.
"I can use it to negate range disadvantage" - not unless your weapon has a base range of less than 30 feet, you can't, because you cast it at a specific target within 30 feet.
This would be a better version of True Strike, and I don't think it would be broken:
True Strike
Divination cantrip
Casting time: 1 action
Range: Self
Components: V
Duration: Until discharged, up to 1 round.
You gain advantage on the next attack roll you make as long as you make it before the end of your next turn.