Hi Michael,
It's more faceting/phong shading problems more than it is banding. You can see both in the viewport and at render. Though, sometimes you can hide it with a heavy bump/noise material, like casted metal.
It happens when the points of the quads are too close to each other. The only solution I've found is to manually weld the all the points along edges where the quads dont line up after meshing.
Normals are fine.

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