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In my experience, there's no way to avoid such seams when there are hard edges on the low-poly model. At least, not when you're using a tangent-space normal map. It doesn't seem to be so much of a problem if you use object/world-space normal maps, so I can only suggest that you either try using one, or try getting rid of the hard edges in the low-poly, and bevel them a little.
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