So a couple of the Truenamer spells are actually pretty interesting, providing you can make the DCs work for you (a little Guidance of the Avatar never hurts, does it?). The good news is the law of resistance doesn't apply to them, so the DCs are "static".
Bulwark of Reality: You need to say your own personal Truename, but it's a more powerful Mage Armor (shorter duration, but whatever). +6 AC for a 1st level spell isn't too shabby, and 1 minute/level is enough time for a few encounters for a dungeon crawl. There's a few other buff spells in here too, but the Cleric ones have a really short duration.
Scramble True Position: My favorite Truespeech Spell. If you make the standard DC 15+CR*2 check, everything in a 10ft radius burst (Close range) gets teleported 10ft in a random direction without being allowed a save. They get a save to avoid being knocked prone by the teleportation, but the only defense is SR (which is trivial for a good Wizard). How good is this? Anticipate Teleportation turns it into an extra turn for the whole party, Greater makes it a Time Stop. Divert Teleport makes it so you can control the teleportation, making combing the Anticipate Teleportation even better.
Warp Truename: A save and still suck for beatsticks, but a real save or be utterly screwed for everyone else. You set their Str/Dex/Con to 10 (!!!), drop their speeds (all of them) to 20ft, and replace all of its natural attacks with a single Slam, regardless of the save's outcome, and then shut off all Ex, SUs, SLs, or spellcasting abilities (and, by transparency, manifesting). They keep BAB, HD, base saves, and magic items. This spell is perfect for Chain spell.