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1. Double. The best way to show the strength of this hand is to start with a double. A simple overcall of two clubs would not adequately address the game possibilities and might lead to missing a good game contract in spades, diamonds, clubs or even notrump.
It is true that a takeout double of one major suit tends to imply good support for the other, but this does not mean that such support is absolutely guaranteed. The more important consideration is to show the general strength of a hand, and the double in this case serves that purpose best. You plan to bid two clubs over partner's anticipated one-spade response and in that way show the true nature of your hand.
2. One notrump. The choice here lies between a double and an overcall of one notrump. The notrump bid is preferred because it shows your point count and balanced distribution in one fell swoop.
A double could lead to trouble. If, for example, partner responded with two clubs or two diamonds, you would be faced with a difficult problem. A pass could easily turn out to be wrong, and a rebid of two notrump would be dangerous opposite a partner who might have no values. The one-notrump overcall delivers the full message and does so at the lowest possible level.
3. Five diamonds. This is not the type of hand with which you leave the opponents room to exchange information at a low level. The leap to five diamonds is a tactical measure from both an offensive and defensive standpoint, and as such serves as a double-edged sword.
For example, if the opponents have a good fit in spades, they will have a tough time finding it at the five-level. Also, if the opponents pass or double, it may well turn out that five diamonds will make or go down a trick or two, while the opponents can make four or five hearts or spades.
4. Pass. Lacking adequate support for spades and diamonds, it would be wrong to double, and it would be equally dangerous to overcall in clubs with such a shabby suit. The best action is to pass and hope the opponents get too high.