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I would actually recommend a Eul's/Phase combo, rather than Bottle/Treads. After you've got Blade Mail and a Vitality or Point Booster (depending on your preference and the game), this does two things. First, it grants you just the amount of mana regen you need. Second, it enables you to chase and immobilize with more than satisfactory results. I've literally been able to score kills time and time again by Euls'ing someone, then running up with Phase so I can Cogs > Assault Battery > Blade Mail. The most common counter to Clockwerk is just having vision on him so he can't surprise Hookshot. And it's fairly effective. Being able to be a threat even while in plain sight, on the other hand, as well as have activatables that can turn around team fights, adds a great deal more flexibility to a hero that desperately needs it.
Still, this is a fairly solid build that you have, anyway. One thing you might also want to consider is Blink Dagger. People really love the idea of Hookshot as an initiation skill, but it also makes for a wonderful way to secure kills. And I don't like taking the chance that my target may, at the last second, turn in an unexpected way and render my ultimate useless. Blink > Assault Battery > Cogs > Blade Mail is a great way to get started, and they may be more willing to use nukes on you, seeing that you haven't used your stun. Right when the Cogs wear off, however, you can land a super-easy Hookshot that disables them for even longer, as well as dealing a cool 150. The Cogs may not be there to keep anyone else away by that point, but guaranteeing that you've hit your Hookshot every single time does, at least in my mind, offset that small drawback. When someone has been devastated by your initial array of nuke damage, their flight trajectory is often very predictable: directly away from you in a straight line.
I personally find