I can't eliminate this dang error

Hours and hours and hours and it's still there with every thing I've tried. Cutting the holes straight in produces a shading error, but not as bad as cutting the holes into the curved part.

I tried editing the topology and it seemed to work a little bit, but I'm trying to limit the tri count.

Any suggestions? As a side note, I originally planned on using an 8 sided cylinder to trace and cut the holes but I chose 12 instead because it produced a less jaggy hole. I plan on sculpting details into the high poly so will tracing an 8 sided cylinder result in a smooth bake or should I stick with a 12 sided one? I'm thinking 12 since it'll match the high poly better. I read the whole baking normals thread so I'm thinking 12 sided is the way to go
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However if you plan on sub dividing this it would also fix the issue. If you add support loops to the topology on the left section it would sub divide fine.
*the shape it might not be exactly like yours.
When doing the method you provided I can't seem to adjust the shape without messing up the holes. The closer the holes match between the lp and hp the better right?
I went back to edit the edges again and might have fixed it, though it might just be me but I still see a tiny error.
And then bevel the corner as respawn did.