Granted, I could easily also gain advantage by asking an ally within 5 feet of the target to take the Help action, but that would mean the fighter is giving up an entire round of attacks.
That is only one of many ways to gain advantage. Your familiar can use the help action to give you advantage, for one.
Why couldn't true strike be used with a concentration spell? I don't understand why you think that it couldn't.
Because they are both concentration spells. As soon as you begin casting a spell that requires concentration, you loose concentration on the current spell. Let's go through this scenario. Here are are the spells that I can think of that require an attack role. If you remove the cantrips, as you contend this
True Strike's purpose is to help you preserve spell slots, many of the rest are first level spells.
Bigby's Hand (Concentration, will not work. Besides, this is not a one and done spell, and continues over multiple rounds with various effects, only one of which requires an attack roll)
Contagion
Dispel Evil and Good (Concentration, will not work. Besides, this is not a one and done spell, and continues over multiple rounds with various effects, only one of which requires an attack roll)
Flame Blade (Concentration, will not work. Besides, this is not a one and done spell, and continues with multiple attacks over multiple rounds)
Inflict Wounds
Mordenkainen's Sword (Concentration, will not work. Besides, this is not a one and done spell, and continues with multiple attacks over multiple rounds)
Spiritual Weapon (Not a one and done spell. Multiple attacks over multiple rounds. Typically not on the same spell list as TS)
Vampiric Touch (Not a one and done spell. Multiple attacks over multiple rounds. Also, not a good spell for squishy Wizards types, weak damage, weak healing, may take more damage in return. Not even good for Gish types)
Chromatic Orb (90' range is somewhat limited by TS 30' range, I suppose if the target is fleeing from you?)
Ensnaring Strike (Ranger (and Ancients Paladin) list)
Guiding Bolt (not typically on the same spell list, but possible)
Ice Knife (here there is secondary damage, with a save, even on a miss)
Lightning Arrow (Ranger spell list)
Melf's Acid Arrow (lowish damage spread out over two rounds, so the round set up for TS is even more costly)
Ray of Enfeeblement (Concentration)
Ray of Sickness (requires a ranged spell attack
and a save for full effect)
Scorching Ray (120' range is somewhat hampered by TS 30' range, I suppose if the target is fleeing from you?)
Witch Bolt (Concentration. Very Crappy spell anyway)
All of these spells are attack rolls that could benefit from TS, but are usually limited to the Paladin spell list and require concentration, so no go:
Banishing Smite
Blinding Smite
Booming blade
Branding Smite
Green-Flame Blade
Searing Smite
Staggering Smite
Thunderous Smite
Wrathful Smite
There may be a few more (maybe
Crown of Stars? Yet again multiple attacks over multiple rounds though), but most of these are either concentration and will not be compatible with TS, or are not typically on the same spell list as TS, or consist of multiple attacks over multiple rounds where the advantage granted by TS would be less decisive anyway. Many of the ones that are left are first level spells, with a couple of second level spells thrown in that are not usually worth the one round set up TS requires, not to mention giving up concentration on an actually useful spell. Not to mention the requirement that the target be within 30 ft. Granted, low level spell casters may not be concentrating on a good spell as often, but as the level rises it becomes much more of an issue.
The caster is already paying the opportunity cost of a round's action for TS, there is little need to add the Concentration requirement, 30ft range, and forcing the attack to the next round even in the fairly narrow case of Battle Magic and quicken spell IMHO. But by all means, if you
really need that
Contagion spell to land next round, go right ahead.