Tileable Normal Map Causing Hard Shadows on Beveled Edge with Static Lighting

It’s seems ok:\ What hapen if you bake the lighting after then you remove the normal map? I am not an expert but, my experient is that normal maps cat’t effect baked lighting(now I tested it just for make sure). I am just guessing now. But what if you increase the lightmap resolution on the mesh? What if you rotate the textures in an image editor by 90 degrees, then reimport it? How it affect the look?