If I was a bigger fan of Inspiration, I'd totally use
@iserith method. However, since I'm not a huge fan of the mechanic, I don't tie them together.
As a player, I don't use the charts, which I personally feel are a crutch. Instead I consider the full concepts for each item, using it to flesh out to help roleplay my character. If something occurs in play, I might adjust them to fit, since like alignment, they're a guide, not a straitjacket. I'll also add Bonds if they come up, tying me to the world.
As a DM, I review them when I can. I like to put minor aspects into the game that play on them, especially Bonds and Flaws. I do the same with Backgrounds and backstories if they make them*. It lets the players know that their characters are really part of the world, rather than just visitors. Sometimes I can't do this, mostly because some players just copy and past things from the charts without really detailing anything out.
*Great example of this was from my current campaign. The player writes YA romance stories, and while working out a new idea, she used it for her character's backstory. It was an awesome story (I helped modify it for the setting), and while she was surprised I brought her ex-lover/rival into the game, there was NO way I was gonna pass up that opportunity! He became a problematic NPC, periodically betraying the party until he finally went to far. He served evil masters who opposed the PC's patrons (both sides were pawns in a larger game), and he had to stop them or die. Eventually she was forced to execute him, and his final words hinted at the larger game.