You need to do two things.
Add more Bevel segments, so the shading works properly
Add the Subdivision Modifier to "smooth the outline"
(There's no need for the Weighted Normal modifier.)
I'd also strongly reccomend, that you make your model all quads.
Most of your problems are caused by n-gons.
To keep your corners sharp, add more geometry ...
You could use the View orientation, and set an orthographic view to the face, side on, with ShiftNumpad 1 or ShiftNumpad 3.. but I still think the quickest way is with a Custom Orientation. You don't need to duplicate a face to create an orientation from it
Right-click on the '+' in the Orientation dropdown, and add it to your Quick Menu, and/or give it a ...
You should make your low poly model smooth shaded and add at least one bevel in this case.
When blender bakes the normals, it ray casts from the low poly surface inwards along the interpolated normal until it hits the high poly (or not).
If you need the low poly to intersect with the high poly then you can make a copy of the low poly and scale (or shrink/...
Use a combination of parenting and constraints. An empty with a trackto constraint can point to the camera, a cube that is a child of the empty will follow the location and rotation of the empty but as a child, it can also have its own rotation animation.
Starting with a cube, that has an identifiable face, set it up to rotate on its z-axis
Add an empty ...