That set seems scary (assuming you wont be OHKO'd, but what your opponent catchs on and uses Knock off? Now sure you could argue that screens are up, but what if something on my team has Brick Break?
Spikes could be used over Twave to. You would spike, switch (likely spin blocker or something to deal with there defogger) and if you opponent manages to pull of Rapid spin or defogger you could switch something in to take out the defogger or spinner, Switch back in, Spike again. Toxic would be funny to. You could use Metal sound or Sunny day to. These are some other moves I think could work with eject button.
Anyways, you should replace a move on that set with a damaging one just incase.
Well klefki has a 4x resistance to dark so although it loses its item, it takes minimal damage and can still set up screens and t-wave. Knock off's effect is damaging to pretty much all pokemon and this set is no exception. However it doesn't completely cripple this set because Klefki still has its ability to use dual screens and thunder wave. The real threat is taunt as it shuts down every move in the set, in particular priority taunt.. although not knowing klefki's moveset an enemy is still likely to hit klefki and activate the eject button as intended.
I thought a lot about how to incorporate other moves such as sunny day, spikes, fairy lock etc- but the problem is that klefki needs at least one offensive move (whether it be a status like torment or t-wave, or foul play), or else the opponent can happily set up on you while you just sorta hope he hits you. Even the torment option is risky, but at least prevents your opponent from just repeatedly using a setup move. That's why Im not a huge fan of something like sunny day / light screen / reflect / recycle. Ive tried it before and it never feels like a good idea to use the sunny day over the screen, especially without a heat rock.
So I think if you want to use a spikes moveset with eject button, use a moveset something like this:
Foul Play/ Thunder Wave
Spikes
Fairy Lock
Recycle
Basically: this set is used to trap and kill rapid spinners. Switch in and start putting out and many spikes as you can, and on the turn you expect them to hit you with rapid spin, use fairy lock. This locks them in while you get to switch out into something to kill their trapper.
If you are afraid of excadrill switching in and using his thunder wave immunity to swords dance, you can use foul play instead of it to kill him- however this kinda weakens your ability to slow-pivot later.
This wont work so well with defoggers as they aren't required to hit you, but I think if rapid spin stays common then this will be an option for klefki. Its more gimmicky but Im sure its still usable, and although they both do completely different things with the eject button, I think the double screens set is better at it's job than this one due to having more bulk and less criteria to meet to do its job well.
I did some calculations against Excadrill, who is probably the spinner most scary to Klefki(??)
If he swords dances expecting you to switch:
+2 0- Atk Klefki Foul Play vs. 0 HP / 4 Def Excadrill: 351-413 (97.2 - 114.4%) -- 81.3% chance to OHKO
If he earthquakes expecting you to stay in:
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Klefki: 284-336 (88.7 - 105%) -- 31.3% chance to OHKO
You're unlikely to die, and in return excadrill will be trapped by fairy lock and will die the next turn. Similarly, if he uses rapid spin instead of earthquake he will still be trapped and die, and you can set up your hazards again later. I guess this is quite relieving as it turns an almost hard-counter into a very very shaky check at best- Klefki can also ensure the revenge kill with fairy lock even if it predicts wrong.