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There are, I expect, some very specific exceptions to that principle.
There might be a select few pieces where a particularly useful special can give you reason to hold onto something for longer, but in most cases you'll be done with one of those items after you get something with more power and toughness. The special bonuses on the items in these slots are usually not the main attraction.
For the accessories, that can be a more complicated question since you can get access to so many slots to equip them into. This is where you will be more concerned with the special bonuses and less concerned about power and toughness.
Holding onto lots of old accessories gives you more flexibility to stack different bonuses at different times depending on what you're trying to accomplish in the game at that time. It's still possible for an accessory to get to a point where it's too outdated to be worth keeping around, but it takes a lot longer to reach that point.
You may keep few items that have interesting bonuses, like the badly drawn gun for its augment speed bonus, or some gold items for gold sniping at the rebirth start, or some accessories that may be useful in some situations (like respawn bonuses, move cooldown bonus, etc) for a while.
But ultimately don't hoard. Once it gets MAXXED drop the item.
For instance, Jake From Accounting's tie gives an accessory bonus to NGU speed and King circle's amulet/Helmet/one of UUG's rings give bonuses to Wandross and these can be put in multiple accessory slots. Same with the stapler and the Triple Flubber in regards to respawn reduction.
But often the other pieces outside of this elevated amount or special modifier once you have a higher set/higher titan set can be safely trashed. Be careful checking out values, such as the GRB Chef hat has a nice power amount while later items have a much lower power value for multiple head pieces sets down the line until much later (around the Beanie Guady drop rare item.)
In general, I've heard people keep one set for energy and one set for magic, or one for immediately after a reboot, and another for once you've maxed your energy/magic in the run. That changes a bit once you reach the EM territory, but I don't think you're quite there yet.
I still have "The sands of time" for that said movement cooldowns unique stat modifier. Helps Titans like UGG on up.