Edge Angle node is fun, but on its own it is quite limited and the outputs do not match Pointiness attribute from Shader Editor. This can be a problem for making more advanced dirt/edge wear maps.
But not anymore! With the power of Geometry Nodes we can recreate Pointiness from the ground up. First lets look at how it is implemented https://developer.blender.org/D1086
Arccosine, dot product and vertex normal are pretty straightforward. Less obvious part is converting signed angle to a vector and rotating it according to a face normal:
All you need is in the second screenshot already. What else do you need?
If you don’t know how to pass attributes from Geometry Nodes to Shader Editor I suggest you to either look it up on this forum, in Blender manual or on YT.