He has AC 24 because magical plate armor automatically includes the bonus for masterwork armor once it reaches +2 enhancement bonus in the online character builder. So that's an additional +1 to AC.
I think this +2 plate is part of the problem with challenging the party. Going by the treasure distribution rules in both the DMG and the Rules Compendium, the earliest he should get a +2 item is level two, because items aren't given out that are above the character level plus 4. His AC is just a little bit high, but its not too bad for the monsters. Any monsters attacking the knight should take whatever opportunity they can to attack with combat advantage, or if they can't shift to get CA, have the minions give aid another to the bigger monster attack rolls.
You'll find that his AC will quickly become less of a problem, since it is not going to go up again until level 4. By which point the monsters to-hits will have increased by 2 points, and they will be hitting him more often.
You asked about monster tactics, so here are some easy suggestions. If you can figure out the placement to make it work, charging into a flanking position gives monsters a +3 to hit over their normal attack.
Minions don't usually have interesting attack powers, so put one near each of your bigger monsters. That way, when their attack isn't likely to be that effective, have them take their standard actions to roll Heal checks on the big monsters. You can give the monsters extra saving throws against irritating status effects dealt out by your controller and leader.
Use minions with good ranged attacks, or do interesting things when they die. A defender can shrug off minion attacks if its just a few, but 3 or more hits from minions to a controller could put them close to bloody on the first turn. Or, if your controller has powers that reduce the attack effectiveness, like Shield, using it to prevent the minion attacks won't hurt your average damage much, but if they decide not to use it, the minion plinks will build up. Position minions so they have at least 2 squares between them some of the time. This really irritates controllers as they can't get more than one or two in their area burst one attacks.
Use a good variety of monster rolls, but use less controller monsters unless they are elites. They don't usually stick around. I'm a big fan of skirmishers and brutes, and try to use soldiers sparingly. Don't bother with lurkers unless the encounter area has lots of good cover to use for hiding, or use lurkers that can do things like phase through the floor.
But, a suggestion about treasure distribution. Consider not giving out the straight + enhancement modifier magic items early. Its more fun to get an item with a neat property or power, and their higher level will mean they show up in treasure distribution during a level where that extra 5% difference in attack is less likely to alter your games balance.