Augment Truefriend: While it's faster than casting all three stat-boosting spells, it's also weaker (+2 instead of +4), and it requires personal truenames. As personal truename spells go, this is one of the better ones . . . and that's terrible.
Bane of the Archrival: The duration is what kills this for me (well, that and the personal truename). I think it would be interesting to use it to ward the throne room against a known assassin, for instance, but with that duration, it's not happening. Add in that you need your enemy's personal truename, and you have a real failure of a spell that could have been cool.
Beckon Person/Monster: One of the best spells in this chapter, and it's no coincidence that it doesn't require a personal truename. It's also got a weird DC mechanic (it's a flat 15, but you add duration to the spell by beating the check by a lot . . . which is probably a better mechanic for Truenaming as a whole, but I digress). This can force AoOs, spoil full attacks, and generally make life difficult for someone. Just make sure that they can't reach you, or that you can deal with them when they do.
Bulwark of Reality: So this takes my personal truename, only lasts a minute per level (thus taking an action in combat), doesn't stack with Mage Armor, and is only 2 points better than it? Oh boy, that sounds fun.
Expunge the Supernatural: A plot spell if ever there was one. The big problem with it, of course, is that I'm going to prep for killing one specific creature (you need their personal truename, after all), spend an 8th level spell on them, get past their SR, and get them to fail a save, why don't I just kill them? For the same amount of effort, you could just kill them. This is ignoring the fact that the Truespeak check is going to be quite difficult, the fact that the spell has an XP cost, and the fact that the XP cost goes off even if the spell fails in one of the three built-in ways it can fail. This is only good for shenanigans involving removing a harmful (Su) quality from you or your ally (and make no mistake, those are shenanigans indeed).
Hidden Truename: Since Truename research checks are made by the week, not the day, this spell is kind of weird. Also, a +2 to saves against utterances? For a level 6 spell that requires a personal truename? Wow, what a deal.
Horror of the Spoken Name: The name is cool. Nothing else about this spell is. At least it doesn't require a personal truename, so it's not ALL bad. Just mostly bad.
Ritual of Renaming: Plot spell. Nothing more, nothing less. Since it's implied that you get to choose their truename, try to resist the urge to name them something obscene or unflattering . . . which you didn't want to do before I planted that idea in your mind, did you? You're welcome.
Scramble True Position: I love this spell. It's not that great, but it's hilarious, and it can be a lot of fun. It doesn't require a personal truename, the save is just to prevent the prone and not the teleportation, and it's a prime target for sculpting. If there were more spells like this, I think we'd all be happy. See if your Truenamer can get a wand of this.
Spurn the Supernatural: See Expunge the Supernatural. As above, so below. Why not just kill them? Fun plot spell, but you'd never use it on your own.
True Banishment: Personal truename of an enemy. Sigh. I can at least see this one being used, since there's no saving throw and it's a thematically nifty effect (“we must find the personal truename of the demon or we'll never be free of him!”).
True Prayer of the Chosen: Well, at least it's only YOUR personal truename, but really, I expect better from a level 4 spell, particularly a Cleric self-buff.
True Prayer of the Faithful: This has a weird DC, but at least it only kind of requires personal truenames instead of requiring them flat out. Of course, the bonus is tiny (to a lot of things, sure, but it's still tiny) and probably not worth it, but it could be worse. Also, the fluff about “your deity is better able to identify your friends if you use personal truenames” is hilarious.
(Lesser/Greater/Normal) Truename Binding: This seems weird to me. Half the point of Planar Binding is that the minion is disposable, or at least partially so. (You don't generally kill them or send them on suicide missions, but you also don't generally want to bind the same one again and again, lest it take revenge.) Researching one specific creature just so you can bind it just seems like stalking to me, and that's not healthy. Basically, this is good in the same way that all Planar Binding spells are good, and bad in the same way that all spells that require a personal truename are bad.
Truename Dispel: Interesting, but not worth it because of the personal truename. This would be decent if that weren't the case, especially since it can apparently dispel ANYTHING.
Unname: Fun, fluffy, and totally underpowered. At least it's not a [Death] attack.
Warp Truename: I will never understand why this is a Druid spell. Anyway, this is like Baleful Polymorph, only worse, and it requires a personal truename on top of being worse. Pass.
Word of Genesis: Plot spell. Again. Weird that it's Cleric-only, but hey, there you go.