If the question is how much detail you put in an asset so it can be reused, then all the details in my previous answer apply. You can’t prepare a model that is suitable for everything. The requirements for different purposes are different for visual reasons, and because of the pipeline.
What you can do is keep consistent detail level, model structure in such shape that it’s easy to modify, real world scale for finished assets, good file and asset organization within the files, and object origin in such place it can be positioned easily after adding it. For a table, chair, or even humans or animals that would mean the origin is in between the legs and on the ground.
For a scene that has tables and chairs you might need to change the size, color, materials, material assigned textures, and that’s assuming it’s the type and style of tables and chairs the scene needs. The only part visible of screws probably are the screw heads, which might be a texture detail because they have such unimportant but still visible part in the scene.
A construction manual has different visual requirements. Have to be able to visualize the placement of parts and their relationships quickly, which could mean simplifying the render to something non-photorealistic, like outlines with barely visible solid faces.
If you ever been to the hardware store, you know the collection of screws, nuts and bolts, different heads is ridiculous. The construction manual only has to visualize them enough to be able to differentiate them from other fasteners. That doesn’t mean you actually model a screw with actual length, actual thread pitch, actual head, just enough to know which is which within the build. Text and numbers tell which it actually is and what size tool to use.
Good designs use as few different fasterners as possible because it makes economic sense, and is easier to construct. Extra objects addon includes screws and nuts. Could be more comprehensive but still helps a lot. Helped me when I illustrated build instructions.