Hmm. I'm surprised I'm the first one to say anything, but those normal maps seems a little too heavy for me, the panel lines seem incredibly deep and cut into the hull. But it looks like you definitely got the hang of making normal maps down.
They seem really
wide, the angle of the sides (correspondences to contrast) of seams doesn't look that bad, but because of the seam lines being so wide they seem to go deeper down (naturally). Besides that, the maximum angle of normal that the normal map can change seems to be about 70-75 degrees at the most (taylor probably knows because he made the shaders), and that in itself isn't too much for a seam line profile, but if you then make that seam too wide and continuous it'll look like it cuts down a lot.
My advice would be to use about similar contrast, but thinner lines on the height map. Working on high resolution can help that, as it is much easier to make those thin lines (relative to the base map) in higher resolutions. Reducing contrast in this case would probably make the lines wide
and mild-angled...