The way to fix this is to bake a normal map from the high poly, triangulate the low poly model before baking.
The other way is to control the normals, you can use edge loops or you can edit the normals by hand, you can also separate the edges.
Remember that you want two normal maps, a OpenGl normal map and a DirectX one. The difference between the two is the inverted green channel.
If you use a lot of different software you are going to pass between OpenGl and DirectX, the marmoset image looks like it is miss reading the normal map.
Always divide your low poly model into triangles when baking, if you plan on exporting it, most exporters triangulate the model meaning that the baked normal map is no longer correct if it was quads.
The reason you had the pinching was because you had a triangle in a quad model, keep it quads. Triangles have a 40% of subdividing correctly the other 60% they fail, it's only on a flat surface that it doesn't matter.