I don't know if this is explicitly the problem, but your bake hierarchy is different than I'm used to seeing. When you create a new baker, there should be high and low folders where your high and low should go-- yours doesn't seem to have those.
In Toolbag, the mesh normals will be averaged rather than read directly from the cage mesh. To fix these kinds of issues, you can use the skew painting tools in the baker.
In the context of that post your normal baker will use the shading surface normal of both meshes. This means that smoothing groups on both the high and low res mesh have an effect on the resulting texture.
I wonder why you're using the Auto Smooth option in Blender? That would seem to be overwriting the incoming vertex normals? About synching: The glTF specification says renderers should use MikkTSpace tangent space with the OpenGL X-right Y-up convention to render a model with normal maps on it. Which means the baker needs…
Yeah, interesting matter. Obviously bakers are donators and not shareholders. Limits of Kickstarter. I would feel a bit cheated if i was one of them tho.
happy day of birth recollection and celebration. have a cake made of original recipe, lovingly made by the greatest bakers. It's taste will probably satisfy you.
This what i said "smooth cage and solid" - skewing tells baker how to treat with part of mesh - to bake it with smooth or solid normals. So yeah, i tried it
Also, triangulate your mesh before baking. This was if your baking in an external app, the triangle stripes will be synced between your modelling app, baker and the engine.