From where I am in this my first(*) playthrough, resources were/are not a problem. Chemicals, plastasteel and the likes have each become available on the market before I needed much of them. You can guess what power sources are going to be good for and that you won't need to keep very many of them.
Bounty stuff caught me by surprise. It says that Jack will pay well for Narlock Scepters, and 32k was good money at the time. However, that experience taught me about the "bounty" tab in the fencing menu and I never again sold anything from that list. So I guess that's good game design? Teachable moment, early enough so that not much harm had been done at that point?
Next are the not-quite resources like cigarettes and energy drinks. I kept a good handful of each; not out of clairvoyance, but because the game had educated me to expect a sudden demand for not just a few items, but dozens at a time.
Old boots! I cleaned out the lot of them. Felt a little bad about it, but they took up so much space.... however when the time came, there also were a few events (not quite random, I suppose) to give me more boots. So it was all good.
The only thing that really bit me was rope. You cannot make or purchase a simple piece of rope, would you believe it? Rare loot, too, and no event to help me out, either.
I'm not sure what (if any) of that needs to be included in the guide. Not selling things that might come in handy later is just common sense; Bounty items in particular are just a special case.
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(*)strictly speaking this is my second playthrough. First time around I had my Hideout in Cleopatra's realm, and the negative 2000 score from a successful base defense sent me into a death spiral.