Go Non-destructive
When creating an asset, whether it be a game prop or a character rig, try to use the so-called non-destructive approach to perform as many steps as you can. For example, in Blender, when you need to bevel some edges of your model, instead of using the bevel operator, try to use the bevel modifier. This generates new geometry based on the input, but doesn't apply it to the original, allowing you to tweak bevel parameters and achieve different results at any time during asset development.
Yes, the non-destructive approach requires you to plan your workflow more thoughtfully, but it gives you much more flexibility in return. Some of the most advanced CG-related software, such as Houdini, utilize a fully procedural workflow, where literally every single manipulation with a dataset remains tweakable and reversible at all times.
And just to clarify, non-destructive doesn’t necessarily imply using nodes (which allow you to manipulate data non-linearly in the first place). As I mentioned, modifiers and constraints are particular cases of procedural operations, as well as adjustment layers in AE and PS.
So, be efficient—try to rebuild your workflow to be a bit more procedural and non-destructive.