I've meant areas like on the first picture attached - it's really the same issue with missing projection rays that you've (mostly) fixed already. Unfortunately, on shapes like this, it's close to impossible to bake a normal map without any artifacts - at most, by moving around the geometry you can choose to have them either on top or on the side.

That's why you should change the geometry to have a better bake. Consider adding a slight bevel on top of your low-poly shape (see the second picture attached for an example). Generally, you should avoid right angles (close to 90 degrees) on your shapes as much as possible, because it's pretty hard to bake them without artifacts. It's a good practice to slightly exaggerate such angles and make them a bit more round and smoother than they are on real objects - you will not only get a better normal map from it, but the object also will catch highlights on those edges better and keep visual integrity on larger distances.
That said, you have really sharp edges on top of your high-poly — it may be realistic, but will not play so well for the normal map. Try to make them much more round and smoother - you can follow the profile on the low-poly mesh with bevel you'll be adding to it.
Lastly, there are some redundant edges on the top side of the low-poly (see the third picture attached). They can affect baking in a negative way, so remove them (and check UV's after that).
With those three steps, you should get a much better normal map.