I like the talent idea, but frankly I'd just make it apply to the first spell the caster is attempting to sustain rather than a specific spell type. They're still spending strain if they need to move and act.
I don't remember who suggested it on the forums, but one person came up with simply bumping the difficulty by 1 for a spell to extend its duration to a scene.
Or perhaps simply allowing two advantage or a triumph to "anchor" a spell for the remainder of the scene. Personally "for a scene" is far better than "for X turns" because there's no bookkeeping, and if fights are typically only a few turns, there's no functional difference. Spending advantage on concentration means not using it to recover strain, so it still carries a cost.
I still can't shake the feeling that too much of "classic" RPG spellcasting gets discouraged by the "concentrate or it goes away next turn" default of Genesys, and Doughnut's reply just reinforces this.