Switch to a single directional light without the specular, rather than a point light with.
The artifacts should at least be gone in that case because then the lighting value of each pixel is based exclusively on the normal in your texture.
If they're still there, there's something else wrong.
Once you confirm they're gone...
Then it's probably because of those physical crinkles in your mesh.
Write the world space of the vertexes into a texture too, and interpolate those as well like you did for the normals.
That may trick your pixels into thinking they're somewhere they're not, and should give you smooth results when you calculate the angles.
Your texture format is RGBA 8-bit per channel? That may introduce artifacts with normals, because it isn't very accurate format.
Cheers!
Wouldn't that cause very subtle banding instead?