If you are baking in Substance Painter without a cage, you might consider setting the front distance to something like 0.015 (I think the default is 0.010). See if that helps.
Low poly will always do that. You dont have enough vertices in the area to adapt to the original shape. In this case this wont cause issues with most default settings on bakers.
Weird enough, I tried your mesh and texture and I didn't get any errors: Every setting is default, normal import was set to import normals and tangents.
If you're talking about this: https://i.imgur.com/12FuUuk.png That doesn't look like lightmap bleeding, that's just the default SSAO, which won't get a perfect silhouette of your mesh.
I'm sorry for a noob question as I don't work in Maya but it looks like a standard feature for every 3d package. Does it mean that Maya doesn't have it by default?
i feel like your promos reeeeally fail to sell the set. ingame shots look good, but the icons look like maya default lighting on a distracting background
Untick cast shadow maps in the brush entity settings and/or tick no shadow in the glass material. I believe it's under advanced tab, it's under the spec controls and it's collapsed by default.
A lot of those items looks soo much like the default items for juggernaut. Try to concept a bit more and find something that looks different from the other items. :)
Starting step 2 with this little girl, the default face is almost done, I need to fix the eyelids topology and to make the loops match ( top vs bot eyelid)