True Strike (1st): Takes a Move Action
There's no such thing as a "move action" in 5E. Same issue applies with your Counterspell change. I see what you're getting at but the way movement works in 5E this potentially has ramifications beyond what you may be considering. It also leaves True Strike as still pretty bad.
Personally my list would be:
1) Zone of Truth - Because my players love this spell more than life itself, and I am endlessly having to come up with ways to deal with it without cheating or being cheesy and that ceased being amusing some time back! "I ain't saying nothing copper!" (or "I take the fifth!" as you might say in the US) goes a long way but is boring and sometimes unconvincing when a 6'6" Dragonborn Paladin with a flaming glaive, 20 CHA and Intimidation proficiency is looming over them. On the other hand it has given me a way to deliver plot-relevant information that isn't notes/letters/etc., now that they've started using it so aggressively.
2) Find Familiar - This spell has been a pain since 4E and remains one in 5E. Familiars are quite difficult to account for, die really easily (which kind of makes everything annoying and provokes short rests), and generally make PCs take less risks without really having any interesting counter-play.
I feel like His Dark Materials might have the key here - make familiars more connected to the caster somehow, so that if they get captured or magically controlled/imprisoned/etc. that's something that is bad (killing them is too cheap/easy/boring - I don't really want to encourage that). Also something that makes it possible for enemy spellcasters, esp. those with familiar, more possible to detect familiars would be good. Stuff to consider if I do a new campaign.
3) Wish - The binary "cast an 8th level spell or be screwed" nature of Wish is not very fun. It doesn't ruin the game but it is dull.
Re: Teleport, I strongly suspect WotC considers most of the criticism of Teleport to be a feature not a problem, because 5E does not handle long-distance travel very gracefully, and in particularly it doesn't play nice with the 5-8 encounters/day balance deal. So teleporting directly to a 5-8 encounters/day location is probably fine in WotC's eyes.
Re: Counterspell, again, not a problem in my game, but it shouldn't be a spell, it should probably be a class feature, with limited uses per day (perhaps following the 1-8 1/day, 9-14 2/day, 15+ 3/day progression), probably also burning spell slots.